#pragma once

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

// Package: FortniteGame

#include "Basic.hpp"

#include "FortniteGame_classes.hpp"
#include "FortniteGame_parameters.hpp"


namespace SDK
{

// Function FortniteGame.FortItemDefinition.CustomizePreviewPrefab
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           PrefabInstance                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemDefinition::CustomizePreviewPrefab(class AActor* PrefabInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "CustomizePreviewPrefab");

	Params::FortItemDefinition_CustomizePreviewPrefab Parms{};

	Parms.PrefabInstance = PrefabInstance;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortItemDefinition.CreateTemporaryInstanceFromExistingItemBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItem*                        ExistingItem                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* UFortItemDefinition::CreateTemporaryInstanceFromExistingItemBP(class UFortItem* ExistingItem, int32 Count, int32 Level) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "CreateTemporaryInstanceFromExistingItemBP");

	Params::FortItemDefinition_CreateTemporaryInstanceFromExistingItemBP Parms{};

	Parms.ExistingItem = ExistingItem;
	Parms.Count = Count;
	Parms.Level = Level;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.CreateTemporaryItemInstanceBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* UFortItemDefinition::CreateTemporaryItemInstanceBP(int32 Count, int32 Level) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "CreateTemporaryItemInstanceBP");

	Params::FortItemDefinition_CreateTemporaryItemInstanceBP Parms{};

	Parms.Count = Count;
	Parms.Level = Level;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.CustomizePreviewMesh
// (Native, Public, BlueprintCallable, Const)
// Parameters:
// class UMeshComponent*                   Mesh                                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemDefinition::CustomizePreviewMesh(class UMeshComponent* Mesh) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "CustomizePreviewMesh");

	Params::FortItemDefinition_CustomizePreviewMesh Parms{};

	Parms.Mesh = Mesh;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortItemDefinition.GetDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> UFortItemDefinition::GetDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetDescription");

	Params::FortItemDefinition_GetDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetDisplayAssetPath
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FSoftObjectPath                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FSoftObjectPath UFortItemDefinition::GetDisplayAssetPath() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetDisplayAssetPath");

	Params::FortItemDefinition_GetDisplayAssetPath Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetDisplayName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bBaseName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemDefinition::GetDisplayName(bool bBaseName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetDisplayName");

	Params::FortItemDefinition_GetDisplayName Parms{};

	Parms.bBaseName = bBaseName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetDisplayStats
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortTooltipDisplayStatsList*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipDisplayStatsList* UFortItemDefinition::GetDisplayStats() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetDisplayStats");

	Params::FortItemDefinition_GetDisplayStats Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetItemType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemType UFortItemDefinition::GetItemType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetItemType");

	Params::FortItemDefinition_GetItemType Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetItemTypeName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bUsePlural                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemDefinition::GetItemTypeName(bool bUsePlural) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetItemTypeName");

	Params::FortItemDefinition_GetItemTypeName Parms{};

	Parms.bUsePlural = bUsePlural;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetLargePreviewImage
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortItemDefinition::GetLargePreviewImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetLargePreviewImage");

	Params::FortItemDefinition_GetLargePreviewImage Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetPersistentName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortItemDefinition::GetPersistentName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPersistentName");

	Params::FortItemDefinition_GetPersistentName Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetPreviewAssets
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<TSoftObjectPtr<class UObject>>   Assets                                                 (Parm, OutParm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)

void UFortItemDefinition::GetPreviewAssets(TArray<TSoftObjectPtr<class UObject>>* Assets) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPreviewAssets");

	Params::FortItemDefinition_GetPreviewAssets Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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


// Function FortniteGame.FortItemDefinition.GetPreviewMeshOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform UFortItemDefinition::GetPreviewMeshOffset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPreviewMeshOffset");

	Params::FortItemDefinition_GetPreviewMeshOffset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetPreviewPrefabAsset
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftClassPtr<class UClass>             Asset                                                  (Parm, OutParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItemDefinition::GetPreviewPrefabAsset(TSoftClassPtr<class UClass>* Asset) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPreviewPrefabAsset");

	Params::FortItemDefinition_GetPreviewPrefabAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetPreviewSkeletalMeshAsset
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class USkeletalMesh>     Asset                                                  (Parm, OutParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItemDefinition::GetPreviewSkeletalMeshAsset(TSoftObjectPtr<class USkeletalMesh>* Asset) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPreviewSkeletalMeshAsset");

	Params::FortItemDefinition_GetPreviewSkeletalMeshAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetPreviewStaticMeshAsset
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UStaticMesh>       Asset                                                  (Parm, OutParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItemDefinition::GetPreviewStaticMeshAsset(TSoftObjectPtr<class UStaticMesh>* Asset) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetPreviewStaticMeshAsset");

	Params::FortItemDefinition_GetPreviewStaticMeshAsset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetRarity
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortRarity UFortItemDefinition::GetRarity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetRarity");

	Params::FortItemDefinition_GetRarity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetRichDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemDefinition::GetRichDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetRichDescription");

	Params::FortItemDefinition_GetRichDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetShortDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemDefinition::GetShortDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetShortDescription");

	Params::FortItemDefinition_GetShortDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetSingleLineDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemDefinition::GetSingleLineDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetSingleLineDescription");

	Params::FortItemDefinition_GetSingleLineDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetSmallPreviewImage
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortItemDefinition::GetSmallPreviewImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetSmallPreviewImage");

	Params::FortItemDefinition_GetSmallPreviewImage Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetSmallPreviewImageBrush
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FSlateBrush                      ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FSlateBrush UFortItemDefinition::GetSmallPreviewImageBrush() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetSmallPreviewImageBrush");

	Params::FortItemDefinition_GetSmallPreviewImageBrush Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.GetTooltip
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortTooltip> UFortItemDefinition::GetTooltip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "GetTooltip");

	Params::FortItemDefinition_GetTooltip Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortItemDefinition::IsInventorySizeLimited() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "IsInventorySizeLimited");

	Params::FortItemDefinition_IsInventorySizeLimited Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemDefinition.ShouldShowPreviewOnCurrentHero
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItemDefinition::ShouldShowPreviewOnCurrentHero() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDefinition", "ShouldShowPreviewOnCurrentHero");

	Params::FortItemDefinition_ShouldShowPreviewOnCurrentHero Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoPreview.CreatePreviewMID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*               OverrideParentMaterial                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortDecoPreview::CreatePreviewMID(class UMaterialInterface* OverrideParentMaterial)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "CreatePreviewMID");

	Params::FortDecoPreview_CreatePreviewMID Parms{};

	Parms.OverrideParentMaterial = OverrideParentMaterial;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoPreview.GetTextureParameterValueFromMeshComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMeshComponent*                   MeshComp                                               (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ElementIdx                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture* AFortDecoPreview::GetTextureParameterValueFromMeshComponent(class UMeshComponent* MeshComp, int32 ElementIdx, class FName ParamName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "GetTextureParameterValueFromMeshComponent");

	Params::FortDecoPreview_GetTextureParameterValueFromMeshComponent Parms{};

	Parms.MeshComp = MeshComp;
	Parms.ElementIdx = ElementIdx;
	Parms.ParamName = ParamName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoPreview.OnBounceMotionUpdate
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float                                   VectorScale                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::OnBounceMotionUpdate(float VectorScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "OnBounceMotionUpdate");

	Params::FortDecoPreview_OnBounceMotionUpdate Parms{};

	Parms.VectorScale = VectorScale;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoPreview.OnInitializeDecoPreview
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingActor*                   NewBuildingActor                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDecoItemDefinition*          NewDecoItemDefinition                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::OnInitializeDecoPreview(const class ABuildingActor* NewBuildingActor, const class UFortDecoItemDefinition* NewDecoItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "OnInitializeDecoPreview");

	Params::FortDecoPreview_OnInitializeDecoPreview Parms{};

	Parms.NewBuildingActor = NewBuildingActor;
	Parms.NewDecoItemDefinition = NewDecoItemDefinition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoPreview.OnUpdateScale
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Scale                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InWorldSpacePivot                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::OnUpdateScale(float Scale, const struct FVector& InWorldSpacePivot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "OnUpdateScale");

	Params::FortDecoPreview_OnUpdateScale Parms{};

	Parms.Scale = Scale;
	Parms.InWorldSpacePivot = std::move(InWorldSpacePivot);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoPreview.OnUpdateVisuals
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float                                   DeltaSeconds                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSafeToPlace                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::OnUpdateVisuals(float DeltaSeconds, bool bSafeToPlace)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "OnUpdateVisuals");

	Params::FortDecoPreview_OnUpdateVisuals Parms{};

	Parms.DeltaSeconds = DeltaSeconds;
	Parms.bSafeToPlace = bSafeToPlace;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoPreview.SetScalarParameterValueOnAllPreviewMIDs
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ParamValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::SetScalarParameterValueOnAllPreviewMIDs(class FName ParamName, float ParamValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "SetScalarParameterValueOnAllPreviewMIDs");

	Params::FortDecoPreview_SetScalarParameterValueOnAllPreviewMIDs Parms{};

	Parms.ParamName = ParamName;
	Parms.ParamValue = ParamValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoPreview.SetVectorParameterValueOnAllPreviewMIDs
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ParamValue                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoPreview::SetVectorParameterValueOnAllPreviewMIDs(class FName ParamName, const struct FLinearColor& ParamValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoPreview", "SetVectorParameterValueOnAllPreviewMIDs");

	Params::FortDecoPreview_SetVectorParameterValueOnAllPreviewMIDs Parms{};

	Parms.ParamName = ParamName;
	Parms.ParamValue = std::move(ParamValue);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchAnalytics.OnGamePhaseChanged
// (Native, Protected)
// Parameters:
// EAthenaGamePhase                        Phase                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMatchAnalytics::OnGamePhaseChanged(EAthenaGamePhase Phase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchAnalytics", "OnGamePhaseChanged");

	Params::FortMatchAnalytics_OnGamePhaseChanged Parms{};

	Parms.Phase = Phase;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ApplyMaterialAndUseWrapIfPossible
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UMaterialInterface*               MaterialToUse                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAlwaysCreateMID                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortAthenaVehicle::ApplyMaterialAndUseWrapIfPossible(class UMaterialInterface* MaterialToUse, int32 SlotIndex, bool bAlwaysCreateMID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ApplyMaterialAndUseWrapIfPossible");

	Params::FortAthenaVehicle_ApplyMaterialAndUseWrapIfPossible Parms{};

	Parms.MaterialToUse = MaterialToUse;
	Parms.SlotIndex = SlotIndex;
	Parms.bAlwaysCreateMID = bAlwaysCreateMID;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.BP_CanInteract
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::BP_CanInteract(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "BP_CanInteract");

	Params::FortAthenaVehicle_BP_CanInteract Parms{};

	Parms.FortPC = FortPC;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.ChangeSeat
// (Native, Protected)

void AFortAthenaVehicle::ChangeSeat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ChangeSeat");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ClientBroadcastHitDetection
// (Net, NetReliable, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Relevancy                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HalfPoints                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          DoublePoints                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ClientBroadcastHitDetection(float Radius, float Relevancy, const struct FVector& HalfPoints, const struct FVector& DoublePoints)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ClientBroadcastHitDetection");

	Params::FortAthenaVehicle_ClientBroadcastHitDetection Parms{};

	Parms.Radius = Radius;
	Parms.Relevancy = Relevancy;
	Parms.HalfPoints = std::move(HalfPoints);
	Parms.DoublePoints = std::move(DoublePoints);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.DebugDrawImpactBucket
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactVector                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::DebugDrawImpactBucket(const struct FVector& Location, const struct FVector& ImpactVector, const struct FColor& Color)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "DebugDrawImpactBucket");

	Params::FortAthenaVehicle_DebugDrawImpactBucket Parms{};

	Parms.Location = std::move(Location);
	Parms.ImpactVector = std::move(ImpactVector);
	Parms.Color = std::move(Color);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.DestroyVehicle
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaVehicle::DestroyVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "DestroyVehicle");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.DisableTrickCredit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::DisableTrickCredit(float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "DisableTrickCredit");

	Params::FortAthenaVehicle_DisableTrickCredit Parms{};

	Parms.Duration = Duration;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.EjectAllPlayers
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaVehicle::EjectAllPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "EjectAllPlayers");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.EjectPlayerPawn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  InPlayerPawn                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::EjectPlayerPawn(const class AFortPlayerPawn* InPlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "EjectPlayerPawn");

	Params::FortAthenaVehicle_EjectPlayerPawn Parms{};

	Parms.InPlayerPawn = InPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.EjectSeat
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   SeatIndex                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::EjectSeat(const int32 SeatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "EjectSeat");

	Params::FortAthenaVehicle_EjectSeat Parms{};

	Parms.SeatIndex = SeatIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GameplayCue_Damage
// (Native, Public, BlueprintCallable)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GameplayCue_Damage");

	Params::FortAthenaVehicle_GameplayCue_Damage Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleSeatActionLabels
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECommonInputType                        OverrideInputType                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> AFortAthenaVehicle::GetVehicleSeatActionLabels(class AFortPlayerPawn* PlayerPawn, const ECommonInputType OverrideInputType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleSeatActionLabels");

	Params::FortAthenaVehicle_GetVehicleSeatActionLabels Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.OverrideInputType = OverrideInputType;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleSeatActionNames
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECommonInputType                        OverrideInputType                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FName> AFortAthenaVehicle::GetVehicleSeatActionNames(class AFortPlayerPawn* PlayerPawn, const ECommonInputType OverrideInputType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleSeatActionNames");

	Params::FortAthenaVehicle_GetVehicleSeatActionNames Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.OverrideInputType = OverrideInputType;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleSeatLabels
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECommonInputType                        OverrideInputType                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> AFortAthenaVehicle::GetVehicleSeatLabels(class AFortPlayerPawn* PlayerPawn, const ECommonInputType OverrideInputType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleSeatLabels");

	Params::FortAthenaVehicle_GetVehicleSeatLabels Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.OverrideInputType = OverrideInputType;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.K2_ApplyCosmeticWrap
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UAthenaItemWrapDefinition*        LoadedWrap                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::K2_ApplyCosmeticWrap(const class UAthenaItemWrapDefinition* LoadedWrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "K2_ApplyCosmeticWrap");

	Params::FortAthenaVehicle_K2_ApplyCosmeticWrap Parms{};

	Parms.LoadedWrap = LoadedWrap;

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


// Function FortniteGame.FortAthenaVehicle.ModifyIncomingDamage
// (Native, Public, HasOutParams)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InTags                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::ModifyIncomingDamage(float Damage, const struct FGameplayTagContainer& InTags, const struct FGameplayEffectContextHandle& EffectContext, class AController* EventInstigator, class AActor* DamageCauser)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ModifyIncomingDamage");

	Params::FortAthenaVehicle_ModifyIncomingDamage Parms{};

	Parms.Damage = Damage;
	Parms.InTags = std::move(InTags);
	Parms.EffectContext = std::move(EffectContext);
	Parms.EventInstigator = EventInstigator;
	Parms.DamageCauser = DamageCauser;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.OnCollisionHitDamageEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// float                                   DamageTaken                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnCollisionHitDamageEffects(float DamageTaken)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnCollisionHitDamageEffects");

	Params::FortAthenaVehicle_OnCollisionHitDamageEffects Parms{};

	Parms.DamageTaken = DamageTaken;

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


// Function FortniteGame.FortAthenaVehicle.OnCollisionHitEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          HitLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitNormalImpulse                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitFrictionImpulse                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitNormal                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           HitActor                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPhysicalSurface                        HitSurfaceType                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnCollisionHitEffects(const struct FVector& HitLocation, const struct FVector& HitNormalImpulse, const struct FVector& HitFrictionImpulse, const struct FVector& HitNormal, class AActor* HitActor, EPhysicalSurface HitSurfaceType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnCollisionHitEffects");

	Params::FortAthenaVehicle_OnCollisionHitEffects Parms{};

	Parms.HitLocation = std::move(HitLocation);
	Parms.HitNormalImpulse = std::move(HitNormalImpulse);
	Parms.HitFrictionImpulse = std::move(HitFrictionImpulse);
	Parms.HitNormal = std::move(HitNormal);
	Parms.HitActor = HitActor;
	Parms.HitSurfaceType = HitSurfaceType;

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


// Function FortniteGame.FortAthenaVehicle.OnDamaged
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnDamaged(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FGameplayEffectContextHandle& EffectContext, class AController* EventInstigator, class AActor* DamageCauser)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnDamaged");

	Params::FortAthenaVehicle_OnDamaged Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.EffectContext = std::move(EffectContext);
	Parms.EventInstigator = EventInstigator;
	Parms.DamageCauser = DamageCauser;

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


// Function FortniteGame.FortAthenaVehicle.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnDamagePlayEffects");

	Params::FortAthenaVehicle_OnDamagePlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.FortAthenaVehicle.OnDeathPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnDeathPlayEffects");

	Params::FortAthenaVehicle_OnDeathPlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.FortAthenaVehicle.OnEnteredWaterVolume
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          WaterSurfacePoint                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnEnteredWaterVolume(const struct FVector& WaterSurfacePoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnEnteredWaterVolume");

	Params::FortAthenaVehicle_OnEnteredWaterVolume Parms{};

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

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


// Function FortniteGame.FortAthenaVehicle.OnExitedWaterVolume
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          WaterSurfacePoint                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnExitedWaterVolume(const struct FVector& WaterSurfacePoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnExitedWaterVolume");

	Params::FortAthenaVehicle_OnExitedWaterVolume Parms{};

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

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


// Function FortniteGame.FortAthenaVehicle.OnHoldExitStarted
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        ExitingPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ExitDuration                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnHoldExitStarted(class AFortPawn* ExitingPawn, const float ExitDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnHoldExitStarted");

	Params::FortAthenaVehicle_OnHoldExitStarted Parms{};

	Parms.ExitingPawn = ExitingPawn;
	Parms.ExitDuration = ExitDuration;

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


// Function FortniteGame.FortAthenaVehicle.OnHoldExitStopped
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        ExitingPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnHoldExitStopped(class AFortPawn* ExitingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnHoldExitStopped");

	Params::FortAthenaVehicle_OnHoldExitStopped Parms{};

	Parms.ExitingPawn = ExitingPawn;

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


// Function FortniteGame.FortAthenaVehicle.OnHonk
// (Event, Public, BlueprintEvent)

void AFortAthenaVehicle::OnHonk()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnHonk");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaVehicle.OnImpactDamageApplied
// (Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactNormal                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnImpactDamageApplied(const float Damage, const struct FVector& ImpactNormal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnImpactDamageApplied");

	Params::FortAthenaVehicle_OnImpactDamageApplied Parms{};

	Parms.Damage = Damage;
	Parms.ImpactNormal = std::move(ImpactNormal);

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


// Function FortniteGame.FortAthenaVehicle.OnIsSprintingChanged
// (Event, Protected, BlueprintEvent)

void AFortAthenaVehicle::OnIsSprintingChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnIsSprintingChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaVehicle.OnPawnEnterVehicle
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnPawnEnterVehicle(class AFortPlayerPawn* PlayerPawn, int32 SeatIdx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnPawnEnterVehicle");

	Params::FortAthenaVehicle_OnPawnEnterVehicle Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.SeatIdx = SeatIdx;

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


// Function FortniteGame.FortAthenaVehicle.OnPawnExitVehicle
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ExitSocketName                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnPawnExitVehicle(class AFortPlayerPawn* PlayerPawn, class FName ExitSocketName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnPawnExitVehicle");

	Params::FortAthenaVehicle_OnPawnExitVehicle Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.ExitSocketName = ExitSocketName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnPxComponentWake
// (Final, Native, Protected)
// Parameters:
// class UPrimitiveComponent*              WakingComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnPxComponentWake(class UPrimitiveComponent* WakingComponent, class FName BoneName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnPxComponentWake");

	Params::FortAthenaVehicle_OnPxComponentWake Parms{};

	Parms.WakingComponent = WakingComponent;
	Parms.BoneName = BoneName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_AbilitySystemComponent
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_AbilitySystemComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_AbilitySystemComponent");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_CorrectTargetOrientation
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_CorrectTargetOrientation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_CorrectTargetOrientation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_GravityMultiplier
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_GravityMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_GravityMultiplier");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_HealthSet
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_HealthSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_HealthSet");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_IgnoredBuildingActors
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_IgnoredBuildingActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_IgnoredBuildingActors");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_PendingDeath
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_PendingDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_PendingDeath");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_PlayerSlots
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_PlayerSlots()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_PlayerSlots");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_SafeTeleportLocation
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_SafeTeleportLocation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_SafeTeleportLocation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_ServerCorrection
// (Final, Native, Private)

void AFortAthenaVehicle::OnRep_ServerCorrection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_ServerCorrection");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_SurfaceTypeVehicleOn
// (Final, Native, Protected)
// Parameters:
// EPhysicalSurface                        PreviousSurfaceOn                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnRep_SurfaceTypeVehicleOn(EPhysicalSurface PreviousSurfaceOn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_SurfaceTypeVehicleOn");

	Params::FortAthenaVehicle_OnRep_SurfaceTypeVehicleOn Parms{};

	Parms.PreviousSurfaceOn = PreviousSurfaceOn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnRep_VehicleAttributes
// (Final, Native, Protected)

void AFortAthenaVehicle::OnRep_VehicleAttributes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnRep_VehicleAttributes");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.OnStartFire
// (Event, Public, BlueprintEvent)
// Parameters:
// uint8                                   FireModeNum                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnStartFire(uint8 FireModeNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnStartFire");

	Params::FortAthenaVehicle_OnStartFire Parms{};

	Parms.FireModeNum = FireModeNum;

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


// Function FortniteGame.FortAthenaVehicle.OnStartTick
// (Event, Public, BlueprintEvent)

void AFortAthenaVehicle::OnStartTick()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnStartTick");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaVehicle.OnStopTick
// (Event, Public, BlueprintEvent)

void AFortAthenaVehicle::OnStopTick()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnStopTick");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaVehicle.OnSurfaceTypeVehicleIsOnChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// EPhysicalSurface                        SurfaceTypeVehicleIsOn                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::OnSurfaceTypeVehicleIsOnChanged(EPhysicalSurface SurfaceTypeVehicleIsOn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "OnSurfaceTypeVehicleIsOnChanged");

	Params::FortAthenaVehicle_OnSurfaceTypeVehicleIsOnChanged Parms{};

	Parms.SurfaceTypeVehicleIsOn = SurfaceTypeVehicleIsOn;

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


// Function FortniteGame.FortAthenaVehicle.PawnHitByVehicle
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactPoint                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactNormal                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LaunchVector                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::PawnHitByVehicle(class AFortPawn* Pawn, const struct FVector& ImpactPoint, const struct FVector& ImpactNormal, const struct FVector& LaunchVector)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "PawnHitByVehicle");

	Params::FortAthenaVehicle_PawnHitByVehicle Parms{};

	Parms.Pawn = Pawn;
	Parms.ImpactPoint = std::move(ImpactPoint);
	Parms.ImpactNormal = std::move(ImpactNormal);
	Parms.LaunchVector = std::move(LaunchVector);

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


// Function FortniteGame.FortAthenaVehicle.ResetTrick
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaVehicle::ResetTrick()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ResetTrick");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerCorrectionReceived
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortAthenaVehicle::ServerCorrectionReceived()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerCorrectionReceived");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerOnAttemptInteract
// (Native, Public, HasOutParams)
// Parameters:
// struct FInteractionType                 InteractType                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::ServerOnAttemptInteract(const struct FInteractionType& InteractType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerOnAttemptInteract");

	Params::FortAthenaVehicle_ServerOnAttemptInteract Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.ServerSetIgnoreAllFallingDamage
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    InIgnoreAllFallingDamage                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerSetIgnoreAllFallingDamage(bool InIgnoreAllFallingDamage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerSetIgnoreAllFallingDamage");

	Params::FortAthenaVehicle_ServerSetIgnoreAllFallingDamage Parms{};

	Parms.InIgnoreAllFallingDamage = InIgnoreAllFallingDamage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerSetIgnoreNextFallingDamage
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    InIgnoreNextFallingDamage                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerSetIgnoreNextFallingDamage(bool InIgnoreNextFallingDamage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerSetIgnoreNextFallingDamage");

	Params::FortAthenaVehicle_ServerSetIgnoreNextFallingDamage Parms{};

	Parms.InIgnoreNextFallingDamage = InIgnoreNextFallingDamage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerStartFire
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// uint8                                   FireModeNum                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerStartFire(uint8 FireModeNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerStartFire");

	Params::FortAthenaVehicle_ServerStartFire Parms{};

	Parms.FireModeNum = FireModeNum;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerUpdatePhysicsParams
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FReplicatedAthenaVehiclePhysicsStateInState                                                (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerUpdatePhysicsParams(const struct FReplicatedAthenaVehiclePhysicsState& InState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerUpdatePhysicsParams");

	Params::FortAthenaVehicle_ServerUpdatePhysicsParams Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerUpdateStateSync
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// TArray<uint8>                           StateSyncData                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerUpdateStateSync(const TArray<uint8>& StateSyncData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerUpdateStateSync");

	Params::FortAthenaVehicle_ServerUpdateStateSync Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.ServerUsingRiftPortal
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingGameplayActor*           RiftPortal                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::ServerUsingRiftPortal(class ABuildingGameplayActor* RiftPortal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ServerUsingRiftPortal");

	Params::FortAthenaVehicle_ServerUsingRiftPortal Parms{};

	Parms.RiftPortal = RiftPortal;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetCurrentFocusedSocketLocation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   SeatIndex                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetCurrentFocusedSocketLocation(const int32 SeatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetCurrentFocusedSocketLocation");

	Params::FortAthenaVehicle_SetCurrentFocusedSocketLocation Parms{};

	Parms.SeatIndex = SeatIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetDyingPhysics
// (Native, Protected, BlueprintCallable)

void AFortAthenaVehicle::SetDyingPhysics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetDyingPhysics");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetIgnoreAllFallingDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    InIgnoreAllFallingDamage                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetIgnoreAllFallingDamage(bool InIgnoreAllFallingDamage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetIgnoreAllFallingDamage");

	Params::FortAthenaVehicle_SetIgnoreAllFallingDamage Parms{};

	Parms.InIgnoreAllFallingDamage = InIgnoreAllFallingDamage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetIgnoreNextFallingDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    InIgnoreNextFallingDamage                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetIgnoreNextFallingDamage(bool InIgnoreNextFallingDamage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetIgnoreNextFallingDamage");

	Params::FortAthenaVehicle_SetIgnoreNextFallingDamage Parms{};

	Parms.InIgnoreNextFallingDamage = InIgnoreNextFallingDamage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetImpulseResponseMultiplier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Multiplier                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetImpulseResponseMultiplier(const float Multiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetImpulseResponseMultiplier");

	Params::FortAthenaVehicle_SetImpulseResponseMultiplier Parms{};

	Parms.Multiplier = Multiplier;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetImpulseResponseZBias
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ZBias                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetImpulseResponseZBias(const float ZBias)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetImpulseResponseZBias");

	Params::FortAthenaVehicle_SetImpulseResponseZBias Parms{};

	Parms.ZBias = ZBias;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetPropDestructionParams
// (Native, Protected, BlueprintCallable)
// Parameters:
// TArray<TSubclassOf<class ABuildingActor>>InBuildingPropClassesVehicleCanDestroy                 (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class ABuildingActor>>InBuildingPropClassesVehicleCannotDestroyWhenBoosting  (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// TArray<class UBuildingEditModeMetadata*>InWallsVehicleCanDestroy                               (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UBuildingEditModeMetadata*>InWallsVehicleCannotDestroyWhenBoosting                (Parm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetPropDestructionParams(const TArray<TSubclassOf<class ABuildingActor>>& InBuildingPropClassesVehicleCanDestroy, const TArray<TSubclassOf<class ABuildingActor>>& InBuildingPropClassesVehicleCannotDestroyWhenBoosting, const TArray<class UBuildingEditModeMetadata*>& InWallsVehicleCanDestroy, const TArray<class UBuildingEditModeMetadata*>& InWallsVehicleCannotDestroyWhenBoosting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetPropDestructionParams");

	Params::FortAthenaVehicle_SetPropDestructionParams Parms{};

	Parms.InBuildingPropClassesVehicleCanDestroy = std::move(InBuildingPropClassesVehicleCanDestroy);
	Parms.InBuildingPropClassesVehicleCannotDestroyWhenBoosting = std::move(InBuildingPropClassesVehicleCannotDestroyWhenBoosting);
	Parms.InWallsVehicleCanDestroy = std::move(InWallsVehicleCanDestroy);
	Parms.InWallsVehicleCannotDestroyWhenBoosting = std::move(InWallsVehicleCannotDestroyWhenBoosting);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.SetShootingCone
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAthenaVehicleShootingCone       InCone                                                 (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::SetShootingCone(int32 SeatIdx, const struct FAthenaVehicleShootingCone& InCone)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SetShootingCone");

	Params::FortAthenaVehicle_SetShootingCone Parms{};

	Parms.SeatIdx = SeatIdx;
	Parms.InCone = std::move(InCone);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.UpdateClientWithVehicleTestInput
// (Net, NetReliable, Native, Event, NetMulticast, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          LinearVelocity                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          AngularVelocity                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::UpdateClientWithVehicleTestInput(const struct FVector& LinearVelocity, const struct FVector& AngularVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "UpdateClientWithVehicleTestInput");

	Params::FortAthenaVehicle_UpdateClientWithVehicleTestInput Parms{};

	Parms.LinearVelocity = std::move(LinearVelocity);
	Parms.AngularVelocity = std::move(AngularVelocity);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.WakeUp
// (Native, Public, BlueprintCallable)

void AFortAthenaVehicle::WakeUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "WakeUp");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.WakeUpOnGroundDied
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaVehicle::WakeUpOnGroundDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "WakeUpOnGroundDied");

	Params::FortAthenaVehicle_WakeUpOnGroundDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaVehicle.AnyWheelsOnGround
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::AnyWheelsOnGround() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "AnyWheelsOnGround");

	Params::FortAthenaVehicle_AnyWheelsOnGround Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::CanAntigravityOnIncline() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanAntigravityOnIncline");

	Params::FortAthenaVehicle_CanAntigravityOnIncline Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.CanContainPlayers
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::CanContainPlayers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanContainPlayers");

	Params::FortAthenaVehicle_CanContainPlayers Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.CanCorrectOrientation
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPawn*                        FP                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::CanCorrectOrientation(class AFortPawn* FP) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanCorrectOrientation");

	Params::FortAthenaVehicle_CanCorrectOrientation Parms{};

	Parms.FP = FP;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::CanDriveOnIncline() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanDriveOnIncline");

	Params::FortAthenaVehicle_CanDriveOnIncline Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.CanShootFromSeat
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::CanShootFromSeat(int32 SeatIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanShootFromSeat");

	Params::FortAthenaVehicle_CanShootFromSeat Parms{};

	Parms.SeatIndex = SeatIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.CanTeleport
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::CanTeleport() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "CanTeleport");

	Params::FortAthenaVehicle_CanTeleport Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::ClientIsDriver() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ClientIsDriver");

	Params::FortAthenaVehicle_ClientIsDriver Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.ContainsPlayers
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::ContainsPlayers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ContainsPlayers");

	Params::FortAthenaVehicle_ContainsPlayers Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.FindSeatIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAthenaVehicle::FindSeatIndex(const class AFortPlayerPawn* PlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "FindSeatIndex");

	Params::FortAthenaVehicle_FindSeatIndex Parms{};

	Parms.PlayerPawn = PlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetAllPassengers
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerPawn*>          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerPawn*> AFortAthenaVehicle::GetAllPassengers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetAllPassengers");

	Params::FortAthenaVehicle_GetAllPassengers Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetBrakingDelta
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetBrakingDelta() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetBrakingDelta");

	Params::FortAthenaVehicle_GetBrakingDelta Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCrouchingFiringOffsetForSeat
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetCrouchingFiringOffsetForSeat(int32 SeatIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCrouchingFiringOffsetForSeat");

	Params::FortAthenaVehicle_GetCrouchingFiringOffsetForSeat Parms{};

	Parms.SeatIdx = SeatIdx;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCurrentBrakeForce
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ForwardSpeedKmH                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetCurrentBrakeForce(float ForwardSpeedKmH) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCurrentBrakeForce");

	Params::FortAthenaVehicle_GetCurrentBrakeForce Parms{};

	Parms.ForwardSpeedKmH = ForwardSpeedKmH;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCurrentBudget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAthenaVehicle::GetCurrentBudget() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCurrentBudget");

	Params::FortAthenaVehicle_GetCurrentBudget Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCurrentForwardVelocity
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetCurrentForwardVelocity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCurrentForwardVelocity");

	Params::FortAthenaVehicle_GetCurrentForwardVelocity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCurrentFOV
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetCurrentFOV() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCurrentFOV");

	Params::FortAthenaVehicle_GetCurrentFOV Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetCurrentGear
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAthenaVehicle::GetCurrentGear() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetCurrentGear");

	Params::FortAthenaVehicle_GetCurrentGear Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetDesiredForwardSpeedKmh
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetDesiredForwardSpeedKmh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetDesiredForwardSpeedKmh");

	Params::FortAthenaVehicle_GetDesiredForwardSpeedKmh Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetDesiredForwardVelocity
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetDesiredForwardVelocity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetDesiredForwardVelocity");

	Params::FortAthenaVehicle_GetDesiredForwardVelocity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetDesiredForwardVelocityDelta
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetDesiredForwardVelocityDelta() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetDesiredForwardVelocityDelta");

	Params::FortAthenaVehicle_GetDesiredForwardVelocityDelta Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetDisplayName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortAthenaVehicle::GetDisplayName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetDisplayName");

	Params::FortAthenaVehicle_GetDisplayName Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetDriver
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortAthenaVehicle::GetDriver() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetDriver");

	Params::FortAthenaVehicle_GetDriver Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetForwardSpeedKmh
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetForwardSpeedKmh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetForwardSpeedKmh");

	Params::FortAthenaVehicle_GetForwardSpeedKmh Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetHealth");

	Params::FortAthenaVehicle_GetHealth Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetIndicatorRelativeOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetIndicatorRelativeOffset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetIndicatorRelativeOffset");

	Params::FortAthenaVehicle_GetIndicatorRelativeOffset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetMaxHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetMaxHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetMaxHealth");

	Params::FortAthenaVehicle_GetMaxHealth Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetPawnAtSeat
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortAthenaVehicle::GetPawnAtSeat(int32 SeatIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetPawnAtSeat");

	Params::FortAthenaVehicle_GetPawnAtSeat Parms{};

	Parms.SeatIdx = SeatIdx;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetPreviousForwardSpeedKmh
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetPreviousForwardSpeedKmh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetPreviousForwardSpeedKmh");

	Params::FortAthenaVehicle_GetPreviousForwardSpeedKmh Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetPreviousLinearAcceleration
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetPreviousLinearAcceleration() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetPreviousLinearAcceleration");

	Params::FortAthenaVehicle_GetPreviousLinearAcceleration Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetPreviousLinearVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetPreviousLinearVelocity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetPreviousLinearVelocity");

	Params::FortAthenaVehicle_GetPreviousLinearVelocity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetShootingCone
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       OutConeTM                                              (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FAthenaVehicleShootingCone       OutCone                                                (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::GetShootingCone(int32 SeatIdx, struct FTransform* OutConeTM, struct FAthenaVehicleShootingCone* OutCone) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetShootingCone");

	Params::FortAthenaVehicle_GetShootingCone Parms{};

	Parms.SeatIdx = SeatIdx;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetSpringLengthRatio
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SpringIdx                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetSpringLengthRatio(int32 SpringIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetSpringLengthRatio");

	Params::FortAthenaVehicle_GetSpringLengthRatio Parms{};

	Parms.SpringIdx = SpringIdx;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetStandingFiringOffsetForSeat
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetStandingFiringOffsetForSeat(int32 SeatIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetStandingFiringOffsetForSeat");

	Params::FortAthenaVehicle_GetStandingFiringOffsetForSeat Parms{};

	Parms.SeatIdx = SeatIdx;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetSteeringAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaVehicle::GetSteeringAngle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetSteeringAngle");

	Params::FortAthenaVehicle_GetSteeringAngle Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleChangeSeatActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaVehicle::GetVehicleChangeSeatActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleChangeSeatActionName");

	Params::FortAthenaVehicle_GetVehicleChangeSeatActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleExitActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaVehicle::GetVehicleExitActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleExitActionName");

	Params::FortAthenaVehicle_GetVehicleExitActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleSeatPrimaryAction
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaVehicle::GetVehicleSeatPrimaryAction(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleSeatPrimaryAction");

	Params::FortAthenaVehicle_GetVehicleSeatPrimaryAction Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.GetVehicleVelocity
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaVehicle::GetVehicleVelocity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "GetVehicleVelocity");

	Params::FortAthenaVehicle_GetVehicleVelocity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::HasDriver() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "HasDriver");

	Params::FortAthenaVehicle_HasDriver Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsAirControlling
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsAirControlling() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsAirControlling");

	Params::FortAthenaVehicle_IsAirControlling Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::IsAsleep() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsAsleep");

	Params::FortAthenaVehicle_IsAsleep Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsBraking
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsBraking() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsBraking");

	Params::FortAthenaVehicle_IsBraking Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::IsCameraControlledRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsCameraControlledRotation");

	Params::FortAthenaVehicle_IsCameraControlledRotation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsCorrectingOrientation
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsCorrectingOrientation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsCorrectingOrientation");

	Params::FortAthenaVehicle_IsCorrectingOrientation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsHonking
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsHonking() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsHonking");

	Params::FortAthenaVehicle_IsHonking Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsInAir
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsInAir() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsInAir");

	Params::FortAthenaVehicle_IsInAir Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::IsInWater() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsInWater");

	Params::FortAthenaVehicle_IsInWater Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::IsJumping() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsJumping");

	Params::FortAthenaVehicle_IsJumping Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsScrapingSidesOrTop
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsScrapingSidesOrTop() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsScrapingSidesOrTop");

	Params::FortAthenaVehicle_IsScrapingSidesOrTop Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsSlowEnoughToInteract
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsSlowEnoughToInteract() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsSlowEnoughToInteract");

	Params::FortAthenaVehicle_IsSlowEnoughToInteract Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.IsSprinting
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::IsSprinting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "IsSprinting");

	Params::FortAthenaVehicle_IsSprinting Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaVehicle::RearLateralFrictionHasReachedMax() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "RearLateralFrictionHasReachedMax");

	Params::FortAthenaVehicle_RearLateralFrictionHasReachedMax Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.SeatIsTurret
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SeatIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::SeatIsTurret(int32 SeatIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "SeatIsTurret");

	Params::FortAthenaVehicle_SeatIsTurret Parms{};

	Parms.SeatIndex = SeatIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.ShouldShowSoundIndicator
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::ShouldShowSoundIndicator() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "ShouldShowSoundIndicator");

	Params::FortAthenaVehicle_ShouldShowSoundIndicator Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaVehicle.WheelsOnGround
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaVehicle::WheelsOnGround() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaVehicle", "WheelsOnGround");

	Params::FortAthenaVehicle_WheelsOnGround Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKVehicle.GetModifiedDamageForActor
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor*                   BuildingActor                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKVehicle::GetModifiedDamageForActor(float Damage, const class ABuildingActor* BuildingActor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKVehicle", "GetModifiedDamageForActor");

	Params::FortAthenaSKVehicle_GetModifiedDamageForActor Parms{};

	Parms.Damage = Damage;
	Parms.BuildingActor = BuildingActor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKVehicle.HasPermissionToAlterBuildings
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKVehicle::HasPermissionToAlterBuildings() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKVehicle", "HasPermissionToAlterBuildings");

	Params::FortAthenaSKVehicle_HasPermissionToAlterBuildings Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetAimPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetAimPoint()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetAimPoint");

	Params::FortAthenaDoghouseVehicle_GetAimPoint Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetAimPointLocal
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetAimPointLocal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetAimPointLocal");

	Params::FortAthenaDoghouseVehicle_GetAimPointLocal Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetShootCenterPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetShootCenterPoint()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetShootCenterPoint");

	Params::FortAthenaDoghouseVehicle_GetShootCenterPoint Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetShootCenterPointLocal
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetShootCenterPointLocal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetShootCenterPointLocal");

	Params::FortAthenaDoghouseVehicle_GetShootCenterPointLocal Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.MultiBeginAileronRoll
// (Net, Native, Event, NetMulticast, Protected)
// Parameters:
// EAileronRollDirection                   Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaDoghouseVehicle::MultiBeginAileronRoll(EAileronRollDirection Direction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "MultiBeginAileronRoll");

	Params::FortAthenaDoghouseVehicle_MultiBeginAileronRoll Parms{};

	Parms.Direction = Direction;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.OnEngineStart
// (Event, Public, BlueprintEvent)

void AFortAthenaDoghouseVehicle::OnEngineStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "OnEngineStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaDoghouseVehicle.OnEngineStop
// (Event, Public, BlueprintEvent)

void AFortAthenaDoghouseVehicle::OnEngineStop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "OnEngineStop");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaDoghouseVehicle.OnLanding
// (Event, Public, BlueprintEvent)

void AFortAthenaDoghouseVehicle::OnLanding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "OnLanding");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaDoghouseVehicle.OnRep_ControlState
// (Final, Native, Private)

void AFortAthenaDoghouseVehicle::OnRep_ControlState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "OnRep_ControlState");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.OnTakeoff
// (Event, Public, BlueprintEvent)

void AFortAthenaDoghouseVehicle::OnTakeoff()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "OnTakeoff");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaDoghouseVehicle.ServerBeginAileronRoll
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// EAileronRollDirection                   Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaDoghouseVehicle::ServerBeginAileronRoll(EAileronRollDirection Direction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "ServerBeginAileronRoll");

	Params::FortAthenaDoghouseVehicle_ServerBeginAileronRoll Parms{};

	Parms.Direction = Direction;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.ServerUpdateControlState
// (Final, Net, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// struct FReplicatedControlState          InControlState                                         (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAthenaDoghouseVehicle::ServerUpdateControlState(const struct FReplicatedControlState& InControlState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "ServerUpdateControlState");

	Params::FortAthenaDoghouseVehicle_ServerUpdateControlState Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GasPedalIsDown
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaDoghouseVehicle::GasPedalIsDown() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GasPedalIsDown");

	Params::FortAthenaDoghouseVehicle_GasPedalIsDown Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetAileronRollDirection
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAileronRollDirection                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAileronRollDirection AFortAthenaDoghouseVehicle::GetAileronRollDirection() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetAileronRollDirection");

	Params::FortAthenaDoghouseVehicle_GetAileronRollDirection Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetAltitudeZ
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaDoghouseVehicle::GetAltitudeZ() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetAltitudeZ");

	Params::FortAthenaDoghouseVehicle_GetAltitudeZ Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetFlightControlForce
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetFlightControlForce() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetFlightControlForce");

	Params::FortAthenaDoghouseVehicle_GetFlightControlForce Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetFlightControlSurfaces
// (Final, Native, Public, Const)
// Parameters:
// const struct FFlightControlSurfaces     ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

const struct FFlightControlSurfaces AFortAthenaDoghouseVehicle::GetFlightControlSurfaces() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetFlightControlSurfaces");

	Params::FortAthenaDoghouseVehicle_GetFlightControlSurfaces Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetFlightControlSurfaceTargets
// (Final, Native, Public, Const)
// Parameters:
// const struct FFlightControlSurfaces     ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

const struct FFlightControlSurfaces AFortAthenaDoghouseVehicle::GetFlightControlSurfaceTargets() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetFlightControlSurfaceTargets");

	Params::FortAthenaDoghouseVehicle_GetFlightControlSurfaceTargets Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetFlightControlTorque
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaDoghouseVehicle::GetFlightControlTorque() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetFlightControlTorque");

	Params::FortAthenaDoghouseVehicle_GetFlightControlTorque Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.GetStandingInPlaceSteeringAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaDoghouseVehicle::GetStandingInPlaceSteeringAngle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "GetStandingInPlaceSteeringAngle");

	Params::FortAthenaDoghouseVehicle_GetStandingInPlaceSteeringAngle Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsAileronRolling() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsAileronRolling");

	Params::FortAthenaDoghouseVehicle_IsAileronRolling Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsEngineAutoStartingInAir() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsEngineAutoStartingInAir");

	Params::FortAthenaDoghouseVehicle_IsEngineAutoStartingInAir Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsEngineOn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsEngineOn");

	Params::FortAthenaDoghouseVehicle_IsEngineOn Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsFlying() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsFlying");

	Params::FortAthenaDoghouseVehicle_IsFlying Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaDoghouseVehicle.IsFreelooking
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaDoghouseVehicle::IsFreelooking() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsFreelooking");

	Params::FortAthenaDoghouseVehicle_IsFreelooking Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsRollingInverted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsRollingInverted");

	Params::FortAthenaDoghouseVehicle_IsRollingInverted Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsRollingLeft() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsRollingLeft");

	Params::FortAthenaDoghouseVehicle_IsRollingLeft Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsRollingRight() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsRollingRight");

	Params::FortAthenaDoghouseVehicle_IsRollingRight Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsStallingFromAltitude() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsStallingFromAltitude");

	Params::FortAthenaDoghouseVehicle_IsStallingFromAltitude Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaDoghouseVehicle::IsStandingInPlace() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaDoghouseVehicle", "IsStandingInPlace");

	Params::FortAthenaDoghouseVehicle_IsStandingInPlace Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlotGenerator.GenerateSlots
// (Native, Event, Public, BlueprintEvent)

void UAIHotSpotSlotGenerator::GenerateSlots()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlotGenerator", "GenerateSlots");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpotSlotGenerator.AddSlot
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          RelativeLocation                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         RelativeRotation                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class UAIHotSpotSlot>       CustomSlotClass                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAIHotSpotSlot* UAIHotSpotSlotGenerator::AddSlot(const struct FVector& RelativeLocation, const struct FRotator& RelativeRotation, TSubclassOf<class UAIHotSpotSlot> CustomSlotClass, bool bEnabled) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlotGenerator", "AddSlot");

	Params::AIHotSpotSlotGenerator_AddSlot Parms{};

	Parms.RelativeLocation = std::move(RelativeLocation);
	Parms.RelativeRotation = std::move(RelativeRotation);
	Parms.CustomSlotClass = CustomSlotClass;
	Parms.bEnabled = bEnabled;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlotGenerator.GetHotSpot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIHotSpot*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AAIHotSpot* UAIHotSpotSlotGenerator::GetHotSpot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlotGenerator", "GetHotSpot");

	Params::AIHotSpotSlotGenerator_GetHotSpot Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.PointsToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   Points                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMinigameScoreRegistry::PointsToText(float Points)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMinigameScoreRegistry", "PointsToText");

	Params::FortMinigameScoreRegistry_PointsToText Parms{};

	Parms.Points = Points;

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.TimeToText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMinigameScoreRegistry::TimeToText(float Time)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMinigameScoreRegistry", "TimeToText");

	Params::FortMinigameScoreRegistry_TimeToText Parms{};

	Parms.Time = Time;

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.OnRep_Playset
// (Final, Native, Protected)

void AFortMinigameScoreRegistry::OnRep_Playset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "OnRep_Playset");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameScoreRegistry.OnRep_Scores
// (Final, Native, Protected)

void AFortMinigameScoreRegistry::OnRep_Scores()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "OnRep_Scores");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameScoreRegistry.RecordScore
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Score                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigameScoreRegistry::RecordScore(class AFortPlayerState* PlayerState, float Score)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "RecordScore");

	Params::FortMinigameScoreRegistry_RecordScore Parms{};

	Parms.PlayerState = PlayerState;
	Parms.Score = Score;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.RemoveAllScores
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigameScoreRegistry::RemoveAllScores(class AFortPlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "RemoveAllScores");

	Params::FortMinigameScoreRegistry_RemoveAllScores Parms{};

	Parms.PlayerState = PlayerState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.GetHighScores
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FMinigameScoreEntry>      HighScores                                             (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigameScoreRegistry::GetHighScores(TArray<struct FMinigameScoreEntry>* HighScores) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "GetHighScores");

	Params::FortMinigameScoreRegistry_GetHighScores Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.GetScores
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FMinigameScoreEntry>      ScoreEnties                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigameScoreRegistry::GetScores(class AFortPlayerState* PlayerState, TArray<struct FMinigameScoreEntry>* ScoreEnties) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "GetScores");

	Params::FortMinigameScoreRegistry_GetScores Parms{};

	Parms.PlayerState = PlayerState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameScoreRegistry.ScoreToText
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float                                   Score                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMinigameScoreRegistry::ScoreToText(float Score) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameScoreRegistry", "ScoreToText");

	Params::FortMinigameScoreRegistry_ScoreToText Parms{};

	Parms.Score = Score;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAthenaAircraft.FortAthenaAircraftDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class AFortAthenaAircraft*              FortAthenaAircraft                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAircraft::FortAthenaAircraftDelegate__DelegateSignature(class AFortAthenaAircraft* FortAthenaAircraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "FortAthenaAircraftDelegate__DelegateSignature");

	Params::FortAthenaAircraft_FortAthenaAircraftDelegate__DelegateSignature Parms{};

	Parms.FortAthenaAircraft = FortAthenaAircraft;

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


// Function FortniteGame.FortAthenaAircraft.OnRep_JumpFlashCount
// (Final, Native, Protected)

void AFortAthenaAircraft::OnRep_JumpFlashCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "OnRep_JumpFlashCount");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAircraft.OnRep_ReplicatedFlightTimestamp
// (Final, Native, Protected)

void AFortAthenaAircraft::OnRep_ReplicatedFlightTimestamp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "OnRep_ReplicatedFlightTimestamp");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAircraft.PlayEffectsForPlayerJumped
// (Event, Protected, BlueprintEvent)

void AFortAthenaAircraft::PlayEffectsForPlayerJumped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "PlayEffectsForPlayerJumped");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAircraft.GetDropEndTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaAircraft::GetDropEndTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "GetDropEndTime");

	Params::FortAthenaAircraft_GetDropEndTime Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAircraft.GetDropStartTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaAircraft::GetDropStartTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAircraft", "GetDropStartTime");

	Params::FortAthenaAircraft_GetDropStartTime Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.GetAdaptivePlayerStatsList
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer      ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FGameplayTagContainer UAthenaCosmeticItemDefinition::GetAdaptivePlayerStatsList() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetAdaptivePlayerStatsList");

	Params::AthenaCosmeticItemDefinition_GetAdaptivePlayerStatsList Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.GetDefaultVariantChannels
// (Final, RequiredAPI, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FMcpVariantChannelInfo>   OutDefaultVariantData                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UAthenaCosmeticItemDefinition::GetDefaultVariantChannels(TArray<struct FMcpVariantChannelInfo>* OutDefaultVariantData) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetDefaultVariantChannels");

	Params::AthenaCosmeticItemDefinition_GetDefaultVariantChannels Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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


// Function FortniteGame.AthenaCosmeticItemDefinition.GetItemAdaptiveStatPreviews
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FFortCosmeticAdaptiveStatPreview>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<struct FFortCosmeticAdaptiveStatPreview> UAthenaCosmeticItemDefinition::GetItemAdaptiveStatPreviews() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetItemAdaptiveStatPreviews");

	Params::AthenaCosmeticItemDefinition_GetItemAdaptiveStatPreviews Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.GetItemVariantPreviews
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FFortCosmeticVariantPreview>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<struct FFortCosmeticVariantPreview> UAthenaCosmeticItemDefinition::GetItemVariantPreviews() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetItemVariantPreviews");

	Params::AthenaCosmeticItemDefinition_GetItemVariantPreviews Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.GetPreviewPawnRotationOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UAthenaCosmeticItemDefinition::GetPreviewPawnRotationOffset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetPreviewPawnRotationOffset");

	Params::AthenaCosmeticItemDefinition_GetPreviewPawnRotationOffset Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.GetVariantChannel
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     InVariantChannelTag                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortCosmeticVariant*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortCosmeticVariant* UAthenaCosmeticItemDefinition::GetVariantChannel(const struct FGameplayTag& InVariantChannelTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "GetVariantChannel");

	Params::AthenaCosmeticItemDefinition_GetVariantChannel Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticItemDefinition.HasModifiableVariants
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItem*                        InItem                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAthenaCosmeticItemDefinition::HasModifiableVariants(class UFortItem* InItem) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "HasModifiableVariants");

	Params::AthenaCosmeticItemDefinition_HasModifiableVariants Parms{};

	Parms.InItem = InItem;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UAthenaCosmeticItemDefinition::HasVariants() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticItemDefinition", "HasVariants");

	Params::AthenaCosmeticItemDefinition_HasVariants Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMontageItemDefinitionBase.PreviewInPIE
// (Final, Native, Protected)

void UFortMontageItemDefinitionBase::PreviewInPIE()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMontageItemDefinitionBase", "PreviewInPIE");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMontageItemDefinitionBase.GetAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomBodyType                     BodyType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCustomGender                       Gender                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UAnimMontage>      ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UAnimMontage> UFortMontageItemDefinitionBase::GetAnimation(EFortCustomBodyType BodyType, EFortCustomGender Gender) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMontageItemDefinitionBase", "GetAnimation");

	Params::FortMontageItemDefinitionBase_GetAnimation Parms{};

	Parms.BodyType = BodyType;
	Parms.Gender = Gender;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMontageItemDefinitionBase.GetAnimationHardReference
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomBodyType                     BodyType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCustomGender                       Gender                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAnimMontage* UFortMontageItemDefinitionBase::GetAnimationHardReference(EFortCustomBodyType BodyType, EFortCustomGender Gender) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMontageItemDefinitionBase", "GetAnimationHardReference");

	Params::FortMontageItemDefinitionBase_GetAnimationHardReference Parms{};

	Parms.BodyType = BodyType;
	Parms.Gender = Gender;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLocalPartyMember.HandleMcpProfilesIntialized
// (Final, Native, Private)

void UFortLocalPartyMember::HandleMcpProfilesIntialized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLocalPartyMember", "HandleMcpProfilesIntialized");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLocalPartyMember.HandleNumAthenaPlayersLeftChanged
// (Final, Native, Private)
// Parameters:
// int32                                   NumPlayersLeft                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLocalPartyMember::HandleNumAthenaPlayersLeftChanged(int32 NumPlayersLeft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLocalPartyMember", "HandleNumAthenaPlayersLeftChanged");

	Params::FortLocalPartyMember_HandleNumAthenaPlayersLeftChanged Parms{};

	Parms.NumPlayersLeft = NumPlayersLeft;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLocalPartyMember.HandlePlayerControllerSet
// (Final, Native, Private)

void UFortLocalPartyMember::HandlePlayerControllerSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLocalPartyMember", "HandlePlayerControllerSet");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.AssignFromWaitingList
// (Final, Native, Public, BlueprintCallable)

void AAIHotSpot::AssignFromWaitingList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "AssignFromWaitingList");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.AssignGroupToHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// TArray<class AAIController*>            GroupOfAI                                              (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::AssignGroupToHotspot(const TArray<class AAIController*>& GroupOfAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "AssignGroupToHotspot");

	Params::AIHotSpot_AssignGroupToHotspot Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.AssignToHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::AssignToHotspot(class AAIController* AI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "AssignToHotspot");

	Params::AIHotSpot_AssignToHotspot Parms{};

	Parms.AI = AI;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.AssignToSlotByIndex
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::AssignToSlotByIndex(class AAIController* AI, int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "AssignToSlotByIndex");

	Params::AIHotSpot_AssignToSlotByIndex Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.OccupySlotByIndex
// (Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::OccupySlotByIndex(int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OccupySlotByIndex");

	Params::AIHotSpot_OccupySlotByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.OnAssignedClaimedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bWasOnWaitingList                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::OnAssignedClaimedBehavior(class AAIController* AI, int32 Param_Index, int32 UserId, bool bWasOnWaitingList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnAssignedClaimedBehavior");

	Params::AIHotSpot_OnAssignedClaimedBehavior Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;
	Parms.bWasOnWaitingList = bWasOnWaitingList;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.OnAssignedOccupiedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::OnAssignedOccupiedBehavior(class AAIController* AI, int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnAssignedOccupiedBehavior");

	Params::AIHotSpot_OnAssignedOccupiedBehavior Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.OnAssignedSlotlessBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::OnAssignedSlotlessBehavior(class AAIController* AI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnAssignedSlotlessBehavior");

	Params::AIHotSpot_OnAssignedSlotlessBehavior Parms{};

	Parms.AI = AI;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.OnHotSpotDisabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AAIHotSpot::OnHotSpotDisabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnHotSpotDisabled");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnHotSpotEnabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AAIHotSpot::OnHotSpotEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnHotSpotEnabled");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnMoveToSlotFinished
// (BlueprintAuthorityOnly, Native, Event, Protected, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bResult                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnMoveToSlotFinished(class AAIController* AI, int32 Param_Index, int32 UserId, bool bResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnMoveToSlotFinished");

	Params::AIHotSpot_OnMoveToSlotFinished Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;
	Parms.bResult = bResult;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnRemovedBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot                          PrevState                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bWasOnWaitingList                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnRemovedBehavior(class AAIController* AI, int32 Param_Index, int32 UserId, EAIHotSpotSlot PrevState, bool bWasOnWaitingList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnRemovedBehavior");

	Params::AIHotSpot_OnRemovedBehavior Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;
	Parms.PrevState = PrevState;
	Parms.bWasOnWaitingList = bWasOnWaitingList;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnRemovedSlotlessBehavior
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsClamingSlot                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnRemovedSlotlessBehavior(class AAIController* AI, bool bIsClamingSlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnRemovedSlotlessBehavior");

	Params::AIHotSpot_OnRemovedSlotlessBehavior Parms{};

	Parms.AI = AI;
	Parms.bIsClamingSlot = bIsClamingSlot;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotBlocked
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotBlocked(class AAIController* AI, int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotBlocked");

	Params::AIHotSpot_OnSlotBlocked Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotClaimed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotClaimed(class AAIController* AI, int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotClaimed");

	Params::AIHotSpot_OnSlotClaimed Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotDisabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotDisabled(int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotDisabled");

	Params::AIHotSpot_OnSlotDisabled Parms{};

	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotEnabled
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotEnabled(int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotEnabled");

	Params::AIHotSpot_OnSlotEnabled Parms{};

	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotFreed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotFreed(class AAIController* AI, int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotFreed");

	Params::AIHotSpot_OnSlotFreed Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.OnSlotOccupied
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   UserId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::OnSlotOccupied(class AAIController* AI, int32 Param_Index, int32 UserId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "OnSlotOccupied");

	Params::AIHotSpot_OnSlotOccupied Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;
	Parms.UserId = UserId;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.RemoveFromHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAssignFromWaitingList                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::RemoveFromHotspot(class AAIController* AI, bool bAssignFromWaitingList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "RemoveFromHotspot");

	Params::AIHotSpot_RemoveFromHotspot Parms{};

	Parms.AI = AI;
	Parms.bAssignFromWaitingList = bAssignFromWaitingList;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.RemoveGroupFromHotspot
// (Native, Public, BlueprintCallable)
// Parameters:
// TArray<class AAIController*>            GroupOfAI                                              (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::RemoveGroupFromHotspot(const TArray<class AAIController*>& GroupOfAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "RemoveGroupFromHotspot");

	Params::AIHotSpot_RemoveGroupFromHotspot Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.SetEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAIHotSpot::SetEnabled(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "SetEnabled");

	Params::AIHotSpot_SetEnabled Parms{};

	Parms.bEnabled = bEnabled;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpot.CanUseSlotByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AI                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::CanUseSlotByIndex(const class AAIController* AI, int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "CanUseSlotByIndex");

	Params::AIHotSpot_CanUseSlotByIndex Parms{};

	Parms.AI = AI;
	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.FindBestSlotIndex
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::FindBestSlotIndex(class AAIController* AI) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndex");

	Params::AIHotSpot_FindBestSlotIndex Parms{};

	Parms.AI = AI;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.FindBestSlotIndices
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AAIController*>            AI                                                     (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<int32>                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<int32> AAIHotSpot::FindBestSlotIndices(const TArray<class AAIController*>& AI) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "FindBestSlotIndices");

	Params::AIHotSpot_FindBestSlotIndices Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetAssignedAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotAssignmentFilter              Filter                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AAIController*>            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AAIController*> AAIHotSpot::GetAssignedAI(EAIHotSpotAssignmentFilter Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetAssignedAI");

	Params::AIHotSpot_GetAssignedAI Parms{};

	Parms.Filter = Filter;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetAssignedAICount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotAssignmentFilter              Filter                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::GetAssignedAICount(EAIHotSpotAssignmentFilter Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetAssignedAICount");

	Params::AIHotSpot_GetAssignedAICount Parms{};

	Parms.Filter = Filter;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAIHotSpotSlot* AAIHotSpot::GetSlotByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotByIndex");

	Params::AIHotSpot_GetSlotByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AIOwner                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAIHotSpotSlot*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAIHotSpotSlot* AAIHotSpot::GetSlotByOwner(const class AAIController* AIOwner) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotByOwner");

	Params::AIHotSpot_GetSlotByOwner Parms{};

	Parms.AIOwner = AIOwner;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotSlotFilter                    Filter                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::GetSlotCount(EAIHotSpotSlotFilter Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotCount");

	Params::AIHotSpot_GetSlotCount Parms{};

	Parms.Filter = Filter;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotIndexByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AIOwner                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::GetSlotIndexByOwner(const class AAIController* AIOwner) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotIndexByOwner");

	Params::AIHotSpot_GetSlotIndexByOwner Parms{};

	Parms.AIOwner = AIOwner;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotLocationByIndex
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AAIHotSpot::GetSlotLocationByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotLocationByIndex");

	Params::AIHotSpot_GetSlotLocationByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotOwnerByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AAIController*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AAIController* AAIHotSpot::GetSlotOwnerByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotOwnerByIndex");

	Params::AIHotSpot_GetSlotOwnerByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotRotationByIndex
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AAIHotSpot::GetSlotRotationByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotRotationByIndex");

	Params::AIHotSpot_GetSlotRotationByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotStateByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAIHotSpotSlot AAIHotSpot::GetSlotStateByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotStateByIndex");

	Params::AIHotSpot_GetSlotStateByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotStateByOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AIOwner                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAIHotSpotSlot AAIHotSpot::GetSlotStateByOwner(const class AAIController* AIOwner) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotStateByOwner");

	Params::AIHotSpot_GetSlotStateByOwner Parms{};

	Parms.AIOwner = AIOwner;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.GetSlotUserIdByIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAIHotSpot::GetSlotUserIdByIndex(int32 Param_Index) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "GetSlotUserIdByIndex");

	Params::AIHotSpot_GetSlotUserIdByIndex Parms{};

	Parms.Param_Index = Param_Index;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.HasAssignedAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    AI                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotAssignmentFilter              Filter                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::HasAssignedAI(const class AAIController* AI, EAIHotSpotAssignmentFilter Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "HasAssignedAI");

	Params::AIHotSpot_HasAssignedAI Parms{};

	Parms.AI = AI;
	Parms.Filter = Filter;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AAIHotSpot::HasEnabledSlots() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "HasEnabledSlots");

	Params::AIHotSpot_HasEnabledSlots Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpot.IsAIAllowed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AAIController*                    AI                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAIHotSpot::IsAIAllowed(const class AAIController* AI) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "IsAIAllowed");

	Params::AIHotSpot_IsAIAllowed Parms{};

	Parms.AI = AI;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AAIHotSpot::IsEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "IsEnabled");

	Params::AIHotSpot_IsEnabled Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AAIHotSpot::IsSlotlessAssignmentAllowed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpot", "IsSlotlessAssignmentAllowed");

	Params::AIHotSpot_IsSlotlessAssignmentAllowed Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueNotify_BurstLatent.OnBurst
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UCameraShake*                     BurstCameraShakeInstance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADecalActor*                      BurstDecalInstance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_BurstLatent::OnBurst(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_BurstLatent", "OnBurst");

	Params::FortGameplayCueNotify_BurstLatent_OnBurst Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);
	Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
	Parms.BurstDecalInstance = BurstDecalInstance;

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


// Function FortniteGame.BuildingActor.AddEditorOnlyInstanceGameplayTags
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            NewTags                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ABuildingActor::AddEditorOnlyInstanceGameplayTags(const struct FGameplayTagContainer& NewTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "AddEditorOnlyInstanceGameplayTags");

	Params::BuildingActor_AddEditorOnlyInstanceGameplayTags Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.BlueprintOnBeginInteract
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingActor::BlueprintOnBeginInteract()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintOnBeginInteract");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingActor.BlueprintOnInteract
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintOnInteract");

	Params::BuildingActor_BlueprintOnInteract Parms{};

	Parms.InteractingPawn = InteractingPawn;

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


// Function FortniteGame.BuildingActor.BlueprintOnLocalInteract
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  InteractingPawn                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingActor::BlueprintOnLocalInteract(class AFortPlayerPawn* InteractingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintOnLocalInteract");

	Params::BuildingActor_BlueprintOnLocalInteract Parms{};

	Parms.InteractingPawn = InteractingPawn;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.CustomStateChanged
// (Event, Public, BlueprintEvent)

void ABuildingActor::CustomStateChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "CustomStateChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingActor.ForceBuildingHealth
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::ForceBuildingHealth(float NewHealth)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "ForceBuildingHealth");

	Params::BuildingActor_ForceBuildingHealth Parms{};

	Parms.NewHealth = NewHealth;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.GameplayCue_Damage
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingActor::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GameplayCue_Damage");

	Params::BuildingActor_GameplayCue_Damage Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.GameplayCue_Healing
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingActor::GameplayCue_Healing(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GameplayCue_Healing");

	Params::BuildingActor_GameplayCue_Healing Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.GameplayCue_InstantDeath
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingActor::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GameplayCue_InstantDeath");

	Params::BuildingActor_GameplayCue_InstantDeath Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.GetShieldOrHealthPercent
// (Final, Native, Public)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetShieldOrHealthPercent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetShieldOrHealthPercent");

	Params::BuildingActor_GetShieldOrHealthPercent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.HandleDestroyed
// (Native, Protected)

void ABuildingActor::HandleDestroyed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "HandleDestroyed");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.InitializeKismetSpawnedBuildingActor
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   BuildingOwner                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            SpawningController                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUsePlayerBuildAnimations                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::InitializeKismetSpawnedBuildingActor(class ABuildingActor* BuildingOwner, class AFortPlayerController* SpawningController, bool bUsePlayerBuildAnimations)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "InitializeKismetSpawnedBuildingActor");

	Params::BuildingActor_InitializeKismetSpawnedBuildingActor Parms{};

	Parms.BuildingOwner = BuildingOwner;
	Parms.SpawningController = SpawningController;
	Parms.bUsePlayerBuildAnimations = bUsePlayerBuildAnimations;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnBuildingActorInitialized
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortBuildingInitializationReason       InitializationReason                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingPersistentState            BuildingPersistentState                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnBuildingActorInitialized");

	Params::BuildingActor_OnBuildingActorInitialized Parms{};

	Parms.InitializationReason = InitializationReason;
	Parms.BuildingPersistentState = BuildingPersistentState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingActor::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnDamagePlayEffects");

	Params::BuildingActor_OnDamagePlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.BuildingActor.OnDamageServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingActor::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnDamageServer");

	Params::BuildingActor_OnDamageServer Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.BuildingActor.OnDayPhaseChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnDayPhaseChanged");

	Params::BuildingActor_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnDeathPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingActor::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnDeathPlayEffects");

	Params::BuildingActor_OnDeathPlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.BuildingActor.OnDeathServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingActor::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnDeathServer");

	Params::BuildingActor_OnDeathServer Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

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


// Function FortniteGame.BuildingActor.OnMatchStarted
// (Event, Public, BlueprintEvent)

void ABuildingActor::OnMatchStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnMatchStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingActor.OnRep_AbilitySystemComponent
// (Final, Native, Private)

void ABuildingActor::OnRep_AbilitySystemComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_AbilitySystemComponent");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_bCollisionBlockedByPawns
// (Native, Protected)

void ABuildingActor::OnRep_bCollisionBlockedByPawns()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_bCollisionBlockedByPawns");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_bForceReplayRollback
// (Final, Native, Protected)

void ABuildingActor::OnRep_bForceReplayRollback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_bForceReplayRollback");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_BuildingAttributeSet
// (Final, Native, Private)

void ABuildingActor::OnRep_BuildingAttributeSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_BuildingAttributeSet");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_CurrentBuildingLevel
// (Native, Protected)

void ABuildingActor::OnRep_CurrentBuildingLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_CurrentBuildingLevel");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_CustomState
// (Native, Protected)

void ABuildingActor::OnRep_CustomState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_CustomState");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_InitialOverlappingVehicles
// (Native, Protected)

void ABuildingActor::OnRep_InitialOverlappingVehicles()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_InitialOverlappingVehicles");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_InstantDeath
// (Final, Native, Public)

void ABuildingActor::OnRep_InstantDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_InstantDeath");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnRep_Team
// (Native, Protected)

void ABuildingActor::OnRep_Team()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnRep_Team");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.OnSetCustomDepthStencilValue
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UPrimitiveComponent*>      PrimComponents                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bUseCustomDepth                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   StencilValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOutConsume                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::OnSetCustomDepthStencilValue(const TArray<class UPrimitiveComponent*>& PrimComponents, bool bUseCustomDepth, int32 StencilValue, bool* bOutConsume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnSetCustomDepthStencilValue");

	Params::BuildingActor_OnSetCustomDepthStencilValue Parms{};

	Parms.PrimComponents = std::move(PrimComponents);
	Parms.bUseCustomDepth = bUseCustomDepth;
	Parms.StencilValue = StencilValue;

	UObject::ProcessEvent(Func, &Parms);

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


// Function FortniteGame.BuildingActor.OnWorldReady
// (Event, Public, BlueprintEvent)

void ABuildingActor::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingActor.PlacedByPlacementTool
// (Native, Event, Public, BlueprintEvent)

void ABuildingActor::PlacedByPlacementTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "PlacedByPlacementTool");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.PlacedByPlayer
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerStateZone*             PlayerState                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::PlacedByPlayer(const class AFortPlayerStateZone* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "PlacedByPlayer");

	Params::BuildingActor_PlacedByPlayer Parms{};

	Parms.PlayerState = PlayerState;

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


// Function FortniteGame.BuildingActor.RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth
// (Final, Native, Protected)

void ABuildingActor::RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "RemoveAbilitySystemComponentAfterAutoBuildIfFullHealth");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.RemoveEditorOnlyInstanceGameplayTags
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            TagsToRemove                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ABuildingActor::RemoveEditorOnlyInstanceGameplayTags(const struct FGameplayTagContainer& TagsToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "RemoveEditorOnlyInstanceGameplayTags");

	Params::BuildingActor_RemoveEditorOnlyInstanceGameplayTags Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetCanExportNavigationObstacle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    InCanExportNavigationObstacle                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetCanExportNavigationObstacle(bool InCanExportNavigationObstacle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetCanExportNavigationObstacle");

	Params::BuildingActor_SetCanExportNavigationObstacle Parms{};

	Parms.InCanExportNavigationObstacle = InCanExportNavigationObstacle;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetCustomState
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           NewState                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetCustomState(const class FString& NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetCustomState");

	Params::BuildingActor_SetCustomState Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetHealth
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   NewHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetHealth(float NewHealth)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetHealth");

	Params::BuildingActor_SetHealth Parms{};

	Parms.NewHealth = NewHealth;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetHealthBarIndicatorDifficultyRating
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InDisplayLevel                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetHealthBarIndicatorDifficultyRating(int32 InDisplayLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetHealthBarIndicatorDifficultyRating");

	Params::BuildingActor_SetHealthBarIndicatorDifficultyRating Parms{};

	Parms.InDisplayLevel = InDisplayLevel;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetNavigationModifier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnableModifier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetNavigationModifier(bool bEnableModifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetNavigationModifier");

	Params::BuildingActor_SetNavigationModifier Parms{};

	Parms.bEnableModifier = bEnableModifier;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetQuestHighlight
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    Enabled                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetQuestHighlight(bool Enabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetQuestHighlight");

	Params::BuildingActor_SetQuestHighlight Parms{};

	Parms.Enabled = Enabled;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SetTeam
// (Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingActor::SetTeam(uint8 InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SetTeam");

	Params::BuildingActor_SetTeam Parms{};

	Parms.InTeam = InTeam;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.ShouldDie
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingActor::ShouldDie(float Damage, class AController* EventInstigator, class AActor* DamageCauser)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "ShouldDie");

	Params::BuildingActor_ShouldDie Parms{};

	Parms.Damage = Damage;
	Parms.EventInstigator = EventInstigator;
	Parms.DamageCauser = DamageCauser;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.SilentDie
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingActor::SilentDie()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SilentDie");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.SnapDmgVisualsToCurrentHealth
// (Native, Protected, BlueprintCallable)

void ABuildingActor::SnapDmgVisualsToCurrentHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "SnapDmgVisualsToCurrentHealth");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingActor.BlueprintCanInteract
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingActor::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintCanInteract");

	Params::BuildingActor_BlueprintCanInteract Parms{};

	Parms.InteractingPawn = InteractingPawn;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.BlueprintGetFailedInteractionString
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText ABuildingActor::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintGetFailedInteractionString");

	Params::BuildingActor_BlueprintGetFailedInteractionString Parms{};

	Parms.InteractingPawn = InteractingPawn;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.BlueprintGetInteractionString
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText ABuildingActor::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "BlueprintGetInteractionString");

	Params::BuildingActor_BlueprintGetInteractionString Parms{};

	Parms.InteractingPawn = InteractingPawn;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetCentroid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector ABuildingActor::GetCentroid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetCentroid");

	Params::BuildingActor_GetCentroid Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetCurrentBuildingLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingActor::GetCurrentBuildingLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetCurrentBuildingLevel");

	Params::BuildingActor_GetCurrentBuildingLevel Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetCustomState
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString ABuildingActor::GetCustomState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetCustomState");

	Params::BuildingActor_GetCustomState Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetEditorTestTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            TagContainer                                           (Parm, OutParm, NativeAccessSpecifierPublic)

void ABuildingActor::GetEditorTestTags(struct FGameplayTagContainer* TagContainer) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetEditorTestTags");

	Params::BuildingActor_GetEditorTestTags Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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


// Function FortniteGame.BuildingActor.GetHealth
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetHealth");

	Params::BuildingActor_GetHealth Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetHealthPercent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetHealthPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetHealthPercent");

	Params::BuildingActor_GetHealthPercent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetMaxHealth
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetMaxHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetMaxHealth");

	Params::BuildingActor_GetMaxHealth Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetMaxShield
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetMaxShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetMaxShield");

	Params::BuildingActor_GetMaxShield Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetMissingHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetMissingHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetMissingHealth");

	Params::BuildingActor_GetMissingHealth Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetOwningController
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AController*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AController* ABuildingActor::GetOwningController() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetOwningController");

	Params::BuildingActor_GetOwningController Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetOwningPlayerState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerState* ABuildingActor::GetOwningPlayerState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetOwningPlayerState");

	Params::BuildingActor_GetOwningPlayerState Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetShield
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetShield");

	Params::BuildingActor_GetShield Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.GetShieldPercent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingActor::GetShieldPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "GetShieldPercent");

	Params::BuildingActor_GetShieldPercent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool ABuildingActor::HasHealthLeft() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "HasHealthLeft");

	Params::BuildingActor_HasHealthLeft Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.IsAcceptablePositionForPlacement
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         InRotation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortDecoTool*                    DecoTool                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsCDO                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutFailureReason                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingActor::IsAcceptablePositionForPlacement(const struct FVector& InLocation, const struct FRotator& InRotation, class AFortDecoTool* DecoTool, bool bIsCDO, class FText* OutFailureReason) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "IsAcceptablePositionForPlacement");

	Params::BuildingActor_IsAcceptablePositionForPlacement Parms{};

	Parms.InLocation = std::move(InLocation);
	Parms.InRotation = std::move(InRotation);
	Parms.DecoTool = DecoTool;
	Parms.bIsCDO = bIsCDO;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


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

bool ABuildingActor::IsDamaged() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "IsDamaged");

	Params::BuildingActor_IsDamaged Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool ABuildingActor::IsPlayerBuilt() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "IsPlayerBuilt");

	Params::BuildingActor_IsPlayerBuilt Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingActor.UseDefaultHealthBar
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingActor::UseDefaultHealthBar() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingActor", "UseDefaultHealthBar");

	Params::BuildingActor_UseDefaultHealthBar Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.AddToGrid
// (Final, Native, Public, BlueprintCallable)

void ABuildingSMActor::AddToGrid()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "AddToGrid");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.AttachBuildingActorToMe
// (Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 ActorToAttach                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceAttachment                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::AttachBuildingActorToMe(class ABuildingSMActor* ActorToAttach, bool bForceAttachment)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "AttachBuildingActorToMe");

	Params::BuildingSMActor_AttachBuildingActorToMe Parms{};

	Parms.ActorToAttach = ActorToAttach;
	Parms.bForceAttachment = bForceAttachment;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.BlueprintOnStructurallyStable
// (Native, Event, Protected, BlueprintEvent)

void ABuildingSMActor::BlueprintOnStructurallyStable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "BlueprintOnStructurallyStable");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.BlueprintOnStructurallyUnstable
// (Native, Event, Protected, BlueprintEvent)

void ABuildingSMActor::BlueprintOnStructurallyUnstable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "BlueprintOnStructurallyUnstable");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.ClearRequestedBuildingAnimation
// (Final, Native, Protected)

void ABuildingSMActor::ClearRequestedBuildingAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "ClearRequestedBuildingAnimation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.DetachBuildingActorFromMe
// (Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 ActorToAttach                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBeingDestroyed                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::DetachBuildingActorFromMe(class ABuildingSMActor* ActorToAttach, bool bBeingDestroyed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "DetachBuildingActorFromMe");

	Params::BuildingSMActor_DetachBuildingActorFromMe Parms{};

	Parms.ActorToAttach = ActorToAttach;
	Parms.bBeingDestroyed = bBeingDestroyed;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlyRemoveInstanceMaterialScalarParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialScalarParameter(class FName ParamName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlyRemoveInstanceMaterialScalarParameter");

	Params::BuildingSMActor_EditorOnlyRemoveInstanceMaterialScalarParameter Parms{};

	Parms.ParamName = ParamName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlyRemoveInstanceMaterialTextureParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialTextureParameter(class FName ParamName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlyRemoveInstanceMaterialTextureParameter");

	Params::BuildingSMActor_EditorOnlyRemoveInstanceMaterialTextureParameter Parms{};

	Parms.ParamName = ParamName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlyRemoveInstanceMaterialVectorParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlyRemoveInstanceMaterialVectorParameter(class FName ParamName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlyRemoveInstanceMaterialVectorParameter");

	Params::BuildingSMActor_EditorOnlyRemoveInstanceMaterialVectorParameter Parms{};

	Parms.ParamName = ParamName;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlySetInstanceMaterialScalarParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlySetInstanceMaterialScalarParameter(class FName ParamName, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlySetInstanceMaterialScalarParameter");

	Params::BuildingSMActor_EditorOnlySetInstanceMaterialScalarParameter Parms{};

	Parms.ParamName = ParamName;
	Parms.Value = Value;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlySetInstanceMaterialTextureParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlySetInstanceMaterialTextureParameter(class FName ParamName, class UTexture* Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlySetInstanceMaterialTextureParameter");

	Params::BuildingSMActor_EditorOnlySetInstanceMaterialTextureParameter Parms{};

	Parms.ParamName = ParamName;
	Parms.Value = Value;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.EditorOnlySetInstanceMaterialVectorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::EditorOnlySetInstanceMaterialVectorParameter(class FName ParamName, const struct FLinearColor& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "EditorOnlySetInstanceMaterialVectorParameter");

	Params::BuildingSMActor_EditorOnlySetInstanceMaterialVectorParameter Parms{};

	Parms.ParamName = ParamName;
	Parms.Value = std::move(Value);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.ForceIntoStructuralGridDuringRuntime
// (Net, NetReliable, Native, Event, NetMulticast, Public, BlueprintCallable)

void ABuildingSMActor::ForceIntoStructuralGridDuringRuntime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "ForceIntoStructuralGridDuringRuntime");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.GameplayCue_Abilities_Activation_Generic_BannerWallBuff1
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GameplayCue_Abilities_Activation_Generic_BannerWallBuff1");

	Params::BuildingSMActor_GameplayCue_Abilities_Activation_Generic_BannerWallBuff1 Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.GameplayCue_Abilities_Activation_Generic_BannerWallBuff2
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::GameplayCue_Abilities_Activation_Generic_BannerWallBuff2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GameplayCue_Abilities_Activation_Generic_BannerWallBuff2");

	Params::BuildingSMActor_GameplayCue_Abilities_Activation_Generic_BannerWallBuff2 Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.GetAnimatingMID
// (Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* ABuildingSMActor::GetAnimatingMID(int32 ElementIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetAnimatingMID");

	Params::BuildingSMActor_GetAnimatingMID Parms{};

	Parms.ElementIndex = ElementIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetAttachedBuildingActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class ABuildingSMActor*>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class ABuildingSMActor*> ABuildingSMActor::GetAttachedBuildingActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetAttachedBuildingActors");

	Params::BuildingSMActor_GetAttachedBuildingActors Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetDuplicationData
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// struct FBuildingDuplicationData         ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FBuildingDuplicationData ABuildingSMActor::GetDuplicationData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetDuplicationData");

	Params::BuildingSMActor_GetDuplicationData Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetIntenseWindMaterialsForPreview
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UMaterialInterface*>       Materials                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingSMActor::GetIntenseWindMaterialsForPreview(TArray<class UMaterialInterface*>* Materials)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetIntenseWindMaterialsForPreview");

	Params::BuildingSMActor_GetIntenseWindMaterialsForPreview Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetReplacementDestructionReason
// (Native, Public, BlueprintCallable)
// Parameters:
// EBuildingReplacementType                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EBuildingReplacementType ABuildingSMActor::GetReplacementDestructionReason()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetReplacementDestructionReason");

	Params::BuildingSMActor_GetReplacementDestructionReason Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.MarkConnectedBuildingsForStructuralIntegrityCheck
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingSMActor::MarkConnectedBuildingsForStructuralIntegrityCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "MarkConnectedBuildingsForStructuralIntegrityCheck");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.MulticastPlayFullHealthEffects
// (Net, Native, Event, NetMulticast, Protected, BlueprintCallable)

void ABuildingSMActor::MulticastPlayFullHealthEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "MulticastPlayFullHealthEffects");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueAdded
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueAdded");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueAdded Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueAdded_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueAdded_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueAdded_WithParams");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueAdded_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.Parameters = std::move(Parameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayEffectSpecForRPC        Spec                                                   (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec Parms{};

	Parms.Spec = std::move(Spec);
	Parms.PredictionKey = std::move(PredictionKey);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueExecuted
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueExecuted");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueExecuted Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueExecuted_FromSpec
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayEffectSpecForRPC        Spec                                                   (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueExecuted_FromSpec");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueExecuted_FromSpec Parms{};

	Parms.Spec = std::move(Spec);
	Parms.PredictionKey = std::move(PredictionKey);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCueExecuted_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCueExecuted_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCueExecuted_WithParams");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCueExecuted_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCuesExecuted
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCuesExecuted");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCuesExecuted Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.NetMulticast_InvokeGameplayCuesExecuted_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingSMActor::NetMulticast_InvokeGameplayCuesExecuted_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "NetMulticast_InvokeGameplayCuesExecuted_WithParams");

	Params::BuildingSMActor_NetMulticast_InvokeGameplayCuesExecuted_WithParams Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnAttachToBuilding
// (Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor*                 AttachedToBuilding                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::OnAttachToBuilding(class ABuildingSMActor* AttachedToBuilding)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnAttachToBuilding");

	Params::BuildingSMActor_OnAttachToBuilding Parms{};

	Parms.AttachedToBuilding = AttachedToBuilding;

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


// Function FortniteGame.BuildingSMActor.OnBounceAnimationUpdate
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FFortBounceData                  Data                                                   (Parm, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingSMActor::OnBounceAnimationUpdate(const struct FFortBounceData& Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnBounceAnimationUpdate");

	Params::BuildingSMActor_OnBounceAnimationUpdate Parms{};

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

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


// Function FortniteGame.BuildingSMActor.OnDetachFromBuilding
// (Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor*                 AttachedToBuilding                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBeingDestroyed                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::OnDetachFromBuilding(class ABuildingSMActor* AttachedToBuilding, bool bBeingDestroyed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnDetachFromBuilding");

	Params::BuildingSMActor_OnDetachFromBuilding Parms{};

	Parms.AttachedToBuilding = AttachedToBuilding;
	Parms.bBeingDestroyed = bBeingDestroyed;

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


// Function FortniteGame.BuildingSMActor.OnDynamicShrinkAndDestroyEffectFinished
// (Native, Protected)

void ABuildingSMActor::OnDynamicShrinkAndDestroyEffectFinished()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnDynamicShrinkAndDestroyEffectFinished");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnLODOverrideEffectFinished
// (Native, Protected)

void ABuildingSMActor::OnLODOverrideEffectFinished()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnLODOverrideEffectFinished");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_BuildingAnimation
// (Final, Native, Protected)

void ABuildingSMActor::OnRep_BuildingAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_BuildingAnimation");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_BuildingReplacementType
// (Native, Protected)

void ABuildingSMActor::OnRep_BuildingReplacementType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_BuildingReplacementType");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_bUnderConstruction
// (Native, Protected)

void ABuildingSMActor::OnRep_bUnderConstruction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderConstruction");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_bUnderRepair
// (Native, Protected)

void ABuildingSMActor::OnRep_bUnderRepair()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_bUnderRepair");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_EditingPlayer
// (Native, Protected)

void ABuildingSMActor::OnRep_EditingPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_EditingPlayer");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_HiddenDueToTrapPlacement
// (Native, Protected)

void ABuildingSMActor::OnRep_HiddenDueToTrapPlacement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_HiddenDueToTrapPlacement");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_MetaData
// (Native, Protected)

void ABuildingSMActor::OnRep_MetaData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_MetaData");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_NoCameraCollision
// (Final, Native, Public)

void ABuildingSMActor::OnRep_NoCameraCollision()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_NoCameraCollision");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_NoCollision
// (Final, Native, Public)

void ABuildingSMActor::OnRep_NoCollision()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_NoCollision");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_ProxyGameplayCueDamagePhysical
// (Final, Native, Public)

void ABuildingSMActor::OnRep_ProxyGameplayCueDamagePhysical()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_ProxyGameplayCueDamagePhysical");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_RelevantBASE
// (Native, Protected)

void ABuildingSMActor::OnRep_RelevantBASE()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_RelevantBASE");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedDrawScale3D
// (Native, Protected)

void ABuildingSMActor::OnRep_ReplicatedDrawScale3D()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedDrawScale3D");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_ReplicatedMIC
// (Native, Protected)

void ABuildingSMActor::OnRep_ReplicatedMIC()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicatedMIC");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_ReplicationProxy
// (Final, Native, Public)

void ABuildingSMActor::OnRep_ReplicationProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_ReplicationProxy");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRep_ResourceType
// (Native, Protected)
// Parameters:
// EFortResourceType                       OldType                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::OnRep_ResourceType(EFortResourceType OldType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRep_ResourceType");

	Params::BuildingSMActor_OnRep_ResourceType Parms{};

	Parms.OldType = OldType;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.OnRepairStarted
// (Event, Public, BlueprintEvent)

void ABuildingSMActor::OnRepairStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "OnRepairStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingSMActor.PostForceMove
// (Native, Public, BlueprintCallable)

void ABuildingSMActor::PostForceMove()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "PostForceMove");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.PreForceMove
// (Native, Public, BlueprintCallable)
// Parameters:
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::PreForceMove(class AController* EventInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "PreForceMove");

	Params::BuildingSMActor_PreForceMove Parms{};

	Parms.EventInstigator = EventInstigator;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.ReadTextureData
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// TArray<class UTexture2D*>               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UTexture2D*> ABuildingSMActor::ReadTextureData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "ReadTextureData");

	Params::BuildingSMActor_ReadTextureData Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.RepairBuilding
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            RepairingController                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ResourcesSpent                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::RepairBuilding(class AFortPlayerController* RepairingController, int32 ResourcesSpent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "RepairBuilding");

	Params::BuildingSMActor_RepairBuilding Parms{};

	Parms.RepairingController = RepairingController;
	Parms.ResourcesSpent = ResourcesSpent;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.SetMirrored
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIsMirrored                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::SetMirrored(bool bIsMirrored)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "SetMirrored");

	Params::BuildingSMActor_SetMirrored Parms{};

	Parms.bIsMirrored = bIsMirrored;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.SetTextureData
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UTexture2D*>               InTextures                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void ABuildingSMActor::SetTextureData(const TArray<class UTexture2D*>& InTextures)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "SetTextureData");

	Params::BuildingSMActor_SetTextureData Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.StartBounceAnimation
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// float                                   StartTime                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Normal                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Center                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBounceType                         InBounceType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLocalInstigator                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::StartBounceAnimation(const float StartTime, const float Radius, const struct FVector& Normal, const struct FVector& Center, EFortBounceType InBounceType, const bool bLocalInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "StartBounceAnimation");

	Params::BuildingSMActor_StartBounceAnimation Parms{};

	Parms.StartTime = StartTime;
	Parms.Radius = Radius;
	Parms.Normal = std::move(Normal);
	Parms.Center = std::move(Center);
	Parms.InBounceType = InBounceType;
	Parms.bLocalInstigator = bLocalInstigator;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.TransferBuildingData
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 SourceDataActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::TransferBuildingData(class ABuildingSMActor* SourceDataActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "TransferBuildingData");

	Params::BuildingSMActor_TransferBuildingData Parms{};

	Parms.SourceDataActor = SourceDataActor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.TransferFromDuplicationData
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// struct FBuildingDuplicationData         SourceData                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingSMActor::TransferFromDuplicationData(const struct FBuildingDuplicationData& SourceData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "TransferFromDuplicationData");

	Params::BuildingSMActor_TransferFromDuplicationData Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.UpdateDynamicShrinkAndDestroyEffect
// (Native, Protected)
// Parameters:
// float                                   CurveValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::UpdateDynamicShrinkAndDestroyEffect(float CurveValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "UpdateDynamicShrinkAndDestroyEffect");

	Params::BuildingSMActor_UpdateDynamicShrinkAndDestroyEffect Parms{};

	Parms.CurveValue = CurveValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.UpdateLODOverrideEffect
// (Native, Protected)
// Parameters:
// float                                   CurveValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::UpdateLODOverrideEffect(float CurveValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "UpdateLODOverrideEffect");

	Params::BuildingSMActor_UpdateLODOverrideEffect Parms{};

	Parms.CurveValue = CurveValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.UpdateRepairMaterialAnim
// (Native, Protected)
// Parameters:
// float                                   CurveValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingSMActor::UpdateRepairMaterialAnim(float CurveValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "UpdateRepairMaterialAnim");

	Params::BuildingSMActor_UpdateRepairMaterialAnim Parms{};

	Parms.CurveValue = CurveValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingSMActor.GetBuildingMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UStaticMeshComponent*             ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UStaticMeshComponent* ABuildingSMActor::GetBuildingMeshComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetBuildingMeshComponent");

	Params::BuildingSMActor_GetBuildingMeshComponent Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetBuildingTextureData
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<class UBuildingTextureData*>     OutTextureDataArray                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void ABuildingSMActor::GetBuildingTextureData(TArray<class UBuildingTextureData*>* OutTextureDataArray) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetBuildingTextureData");

	Params::BuildingSMActor_GetBuildingTextureData Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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


// Function FortniteGame.BuildingSMActor.GetLogicalBuildingIndex
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingSMActor::GetLogicalBuildingIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetLogicalBuildingIndex");

	Params::BuildingSMActor_GetLogicalBuildingIndex Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetOverrideMeshMaterial
// (Event, Protected, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class UStaticMeshComponent*             MeshComp                                               (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MatIdx                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInterface* ABuildingSMActor::GetOverrideMeshMaterial(class UStaticMeshComponent* MeshComp, int32 MatIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetOverrideMeshMaterial");

	Params::BuildingSMActor_GetOverrideMeshMaterial Parms{};

	Parms.MeshComp = MeshComp;
	Parms.MatIdx = MatIdx;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetWindPannerSpeedCurveForPreview
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UCurveLinearColor*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UCurveLinearColor* ABuildingSMActor::GetWindPannerSpeedCurveForPreview() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetWindPannerSpeedCurveForPreview");

	Params::BuildingSMActor_GetWindPannerSpeedCurveForPreview Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.GetWindSpeedCurveForPreview
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UCurveLinearColor*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UCurveLinearColor* ABuildingSMActor::GetWindSpeedCurveForPreview() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "GetWindSpeedCurveForPreview");

	Params::BuildingSMActor_GetWindSpeedCurveForPreview Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool ABuildingSMActor::HasDestructionLoot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "HasDestructionLoot");

	Params::BuildingSMActor_HasDestructionLoot Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.IsStructurallySupported
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingSMActor::IsStructurallySupported() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "IsStructurallySupported");

	Params::BuildingSMActor_IsStructurallySupported Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.IsSupportedByWorld
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingSMActor::IsSupportedByWorld() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "IsSupportedByWorld");

	Params::BuildingSMActor_IsSupportedByWorld Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool ABuildingSMActor::IsUnderConstruction() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "IsUnderConstruction");

	Params::BuildingSMActor_IsUnderConstruction Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingSMActor.WillRegisterWithStructuralGrid
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingSMActor::WillRegisterWithStructuralGrid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingSMActor", "WillRegisterWithStructuralGrid");

	Params::BuildingSMActor_WillRegisterWithStructuralGrid Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTimeOfDayLights.GetTimeOfDayBlueprintDefaultVariables
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FTimeOfDayBlueprintDefaultVariablesOutVariables                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingTimeOfDayLights::GetTimeOfDayBlueprintDefaultVariables(struct FTimeOfDayBlueprintDefaultVariables* OutVariables)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTimeOfDayLights", "GetTimeOfDayBlueprintDefaultVariables");

	Params::BuildingTimeOfDayLights_GetTimeOfDayBlueprintDefaultVariables Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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


// Function FortniteGame.FortAthenaSKMotorVehicle.OnSpringCompression
// (Event, Protected, BlueprintEvent)

void AFortAthenaSKMotorVehicle::OnSpringCompression()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKMotorVehicle", "OnSpringCompression");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaSKMotorVehicle.GasPedalIsDown
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKMotorVehicle::GasPedalIsDown() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKMotorVehicle", "GasPedalIsDown");

	Params::FortAthenaSKMotorVehicle_GasPedalIsDown Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKMotorVehicle.GetStandingInPlaceSteeringAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKMotorVehicle::GetStandingInPlaceSteeringAngle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKMotorVehicle", "GetStandingInPlaceSteeringAngle");

	Params::FortAthenaSKMotorVehicle_GetStandingInPlaceSteeringAngle Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKMotorVehicle.HasTraction
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKMotorVehicle::HasTraction() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKMotorVehicle", "HasTraction");

	Params::FortAthenaSKMotorVehicle_HasTraction Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaSKMotorVehicle::IsStandingInPlace() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKMotorVehicle", "IsStandingInPlace");

	Params::FortAthenaSKMotorVehicle_IsStandingInPlace Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.BoostBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaAntelopeVehicle::BoostBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "BoostBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAntelopeVehicle.BoostEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaAntelopeVehicle::BoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "BoostEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAntelopeVehicle.BoostFailed
// (Event, Public, BlueprintEvent)

void AFortAthenaAntelopeVehicle::BoostFailed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "BoostFailed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAntelopeVehicle.CacheAudioPointers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortVehicleAudioVoice*           InAudioEngineRevUp                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioSkid                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioScrape                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioWind                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioBoost                                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioHandbrakeSkid                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioBoostCharge                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioEngineIdle                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::CacheAudioPointers(class UFortVehicleAudioVoice* InAudioEngineRevUp, class UFortVehicleAudioVoice* InAudioSkid, class UFortVehicleAudioVoice* InAudioScrape, class UFortVehicleAudioVoice* InAudioWind, class UFortVehicleAudioVoice* InAudioBoost, class UFortVehicleAudioVoice* InAudioHandbrakeSkid, class UFortVehicleAudioVoice* InAudioBoostCharge, class UFortVehicleAudioVoice* InAudioEngineIdle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "CacheAudioPointers");

	Params::FortAthenaAntelopeVehicle_CacheAudioPointers Parms{};

	Parms.InAudioEngineRevUp = InAudioEngineRevUp;
	Parms.InAudioSkid = InAudioSkid;
	Parms.InAudioScrape = InAudioScrape;
	Parms.InAudioWind = InAudioWind;
	Parms.InAudioBoost = InAudioBoost;
	Parms.InAudioHandbrakeSkid = InAudioHandbrakeSkid;
	Parms.InAudioBoostCharge = InAudioBoostCharge;
	Parms.InAudioEngineIdle = InAudioEngineIdle;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.CacheBoostSM
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*             InBoost                                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::CacheBoostSM(class UStaticMeshComponent* InBoost)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "CacheBoostSM");

	Params::FortAthenaAntelopeVehicle_CacheBoostSM Parms{};

	Parms.InBoost = InBoost;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.CacheParticleComponentPointers
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         WheelDust                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         WheelSlide                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         TrailLeft                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         TrailRight                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         InEngineReady                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::CacheParticleComponentPointers(class UParticleSystemComponent* WheelDust, class UParticleSystemComponent* WheelSlide, class UParticleSystemComponent* TrailLeft, class UParticleSystemComponent* TrailRight, class UParticleSystemComponent* InEngineReady)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "CacheParticleComponentPointers");

	Params::FortAthenaAntelopeVehicle_CacheParticleComponentPointers Parms{};

	Parms.WheelDust = WheelDust;
	Parms.WheelSlide = WheelSlide;
	Parms.TrailLeft = TrailLeft;
	Parms.TrailRight = TrailRight;
	Parms.InEngineReady = InEngineReady;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.CacheWheelBlurStaticMeshes
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*             InBL                                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             InBR                                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             InFL                                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             InFR                                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::CacheWheelBlurStaticMeshes(class UStaticMeshComponent* InBL, class UStaticMeshComponent* InBR, class UStaticMeshComponent* InFL, class UStaticMeshComponent* InFR)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "CacheWheelBlurStaticMeshes");

	Params::FortAthenaAntelopeVehicle_CacheWheelBlurStaticMeshes Parms{};

	Parms.InBL = InBL;
	Parms.InBR = InBR;
	Parms.InFL = InFL;
	Parms.InFR = InFR;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.ClearBoostAccumulated
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaAntelopeVehicle::ClearBoostAccumulated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "ClearBoostAccumulated");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.NaturalSlideBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaAntelopeVehicle::NaturalSlideBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "NaturalSlideBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAntelopeVehicle.NaturalSlideEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaAntelopeVehicle::NaturalSlideEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "NaturalSlideEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaAntelopeVehicle.SetSkidActive
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::SetSkidActive(bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "SetSkidActive");

	Params::FortAthenaAntelopeVehicle_SetSkidActive Parms{};

	Parms.bActive = bActive;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.SmashedThroughBuildingPiece
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          ImpactPoint                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactNormal                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaAntelopeVehicle::SmashedThroughBuildingPiece(const struct FVector& ImpactPoint, const struct FVector& ImpactNormal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "SmashedThroughBuildingPiece");

	Params::FortAthenaAntelopeVehicle_SmashedThroughBuildingPiece Parms{};

	Parms.ImpactPoint = std::move(ImpactPoint);
	Parms.ImpactNormal = std::move(ImpactNormal);

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


// Function FortniteGame.FortAthenaAntelopeVehicle.GetBoostAccumulated
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaAntelopeVehicle::GetBoostAccumulated() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "GetBoostAccumulated");

	Params::FortAthenaAntelopeVehicle_GetBoostAccumulated Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.GetGolfCartForwardActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaAntelopeVehicle::GetGolfCartForwardActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "GetGolfCartForwardActionName");

	Params::FortAthenaAntelopeVehicle_GetGolfCartForwardActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.GetGolfCartHonkActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaAntelopeVehicle::GetGolfCartHonkActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "GetGolfCartHonkActionName");

	Params::FortAthenaAntelopeVehicle_GetGolfCartHonkActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.GetGolfCartReverseActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaAntelopeVehicle::GetGolfCartReverseActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "GetGolfCartReverseActionName");

	Params::FortAthenaAntelopeVehicle_GetGolfCartReverseActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaAntelopeVehicle.GetVehicleJumpActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaAntelopeVehicle::GetVehicleJumpActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "GetVehicleJumpActionName");

	Params::FortAthenaAntelopeVehicle_GetVehicleJumpActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsAccumulatingBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsAccumulatingBoost");

	Params::FortAthenaAntelopeVehicle_IsAccumulatingBoost Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsBoosting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsBoosting");

	Params::FortAthenaAntelopeVehicle_IsBoosting Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsInBoostSmashForgivenessPeriod() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsInBoostSmashForgivenessPeriod");

	Params::FortAthenaAntelopeVehicle_IsInBoostSmashForgivenessPeriod Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsLeaningOrBouncingBack() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsLeaningOrBouncingBack");

	Params::FortAthenaAntelopeVehicle_IsLeaningOrBouncingBack Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsLocalPlayerRiding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsLocalPlayerRiding");

	Params::FortAthenaAntelopeVehicle_IsLocalPlayerRiding Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsNaturalSliding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsNaturalSliding");

	Params::FortAthenaAntelopeVehicle_IsNaturalSliding Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsPassivelyExpendingBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsPassivelyExpendingBoost");

	Params::FortAthenaAntelopeVehicle_IsPassivelyExpendingBoost Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaAntelopeVehicle::IsSmashing() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaAntelopeVehicle", "IsSmashing");

	Params::FortAthenaAntelopeVehicle_IsSmashing Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::AllowsPlayNowNavigation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "AllowsPlayNowNavigation");

	Params::FortQuestItemDefinition_AllowsPlayNowNavigation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::AllowsTileMatching() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "AllowsTileMatching");

	Params::FortQuestItemDefinition_AllowsTileMatching Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::ExpandsStormShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "ExpandsStormShield");

	Params::FortQuestItemDefinition_ExpandsStormShield Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::GetAthenaObjectiveMustBeCompletedInASingleMatch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetAthenaObjectiveMustBeCompletedInASingleMatch");

	Params::FortQuestItemDefinition_GetAthenaObjectiveMustBeCompletedInASingleMatch Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::GetAthenaUpdateObjectiveOncePerMatch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetAthenaUpdateObjectiveOncePerMatch");

	Params::FortQuestItemDefinition_GetAthenaUpdateObjectiveOncePerMatch Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetCategory
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FDataTableRowHandle UFortQuestItemDefinition::GetCategory() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetCategory");

	Params::FortQuestItemDefinition_GetCategory Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetChallengeChainRewardInfo
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bGetAllQuestRewards                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortRewardInfo                  ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortRewardInfo UFortQuestItemDefinition::GetChallengeChainRewardInfo(bool bGetAllQuestRewards) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetChallengeChainRewardInfo");

	Params::FortQuestItemDefinition_GetChallengeChainRewardInfo Parms{};

	Parms.bGetAllQuestRewards = bGetAllQuestRewards;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetClaimConversation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortConversation*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortConversation* UFortQuestItemDefinition::GetClaimConversation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetClaimConversation");

	Params::FortQuestItemDefinition_GetClaimConversation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetCompletionText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortQuestItemDefinition::GetCompletionText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetCompletionText");

	Params::FortQuestItemDefinition_GetCompletionText Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetHiddenRewards_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortHiddenRewardQuantityPair>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortHiddenRewardQuantityPair> UFortQuestItemDefinition::GetHiddenRewards_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetHiddenRewards_BP");

	Params::FortQuestItemDefinition_GetHiddenRewards_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetIntroConversation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortConversation*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortConversation* UFortQuestItemDefinition::GetIntroConversation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetIntroConversation");

	Params::FortQuestItemDefinition_GetIntroConversation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetObjectiveNeededToComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestItemDefinition::GetObjectiveNeededToComplete() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetObjectiveNeededToComplete");

	Params::FortQuestItemDefinition_GetObjectiveNeededToComplete Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetObjectives_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortMcpQuestObjectiveInfo>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortMcpQuestObjectiveInfo> UFortQuestItemDefinition::GetObjectives_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetObjectives_BP");

	Params::FortQuestItemDefinition_GetObjectives_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetPartialObjectiveCompletionCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestItemDefinition::GetPartialObjectiveCompletionCount() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetPartialObjectiveCompletionCount");

	Params::FortQuestItemDefinition_GetPartialObjectiveCompletionCount Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetPrerequisiteObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FDataTableRowHandle UFortQuestItemDefinition::GetPrerequisiteObjective() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetPrerequisiteObjective");

	Params::FortQuestItemDefinition_GetPrerequisiteObjective Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetPrerequisiteQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItemDefinition* UFortQuestItemDefinition::GetPrerequisiteQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetPrerequisiteQuest");

	Params::FortQuestItemDefinition_GetPrerequisiteQuest Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetQuestType
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortQuestType                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortQuestType UFortQuestItemDefinition::GetQuestType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetQuestType");

	Params::FortQuestItemDefinition_GetQuestType Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetRewardDescription
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortQuestItemDefinition::GetRewardDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetRewardDescription");

	Params::FortQuestItemDefinition_GetRewardDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetRewardHeaderText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortQuestItemDefinition::GetRewardHeaderText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetRewardHeaderText");

	Params::FortQuestItemDefinition_GetRewardHeaderText Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetRewardInfo_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortRewardInfo                  ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortRewardInfo UFortQuestItemDefinition::GetRewardInfo_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetRewardInfo_BP");

	Params::FortQuestItemDefinition_GetRewardInfo_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetRewards_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortItemQuantityPair>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemQuantityPair> UFortQuestItemDefinition::GetRewards_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetRewards_BP");

	Params::FortQuestItemDefinition_GetRewards_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetRewardType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortQuestRewardType                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortQuestRewardType UFortQuestItemDefinition::GetRewardType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetRewardType");

	Params::FortQuestItemDefinition_GetRewardType Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetSelectableRewards_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortMcpQuestRewardInfo>  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortMcpQuestRewardInfo> UFortQuestItemDefinition::GetSelectableRewards_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetSelectableRewards_BP");

	Params::FortQuestItemDefinition_GetSelectableRewards_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetSelectRewardsConversation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortConversation*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortConversation* UFortQuestItemDefinition::GetSelectRewardsConversation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetSelectRewardsConversation");

	Params::FortQuestItemDefinition_GetSelectRewardsConversation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::GetUpdateObjectiveOncePerMatch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetUpdateObjectiveOncePerMatch");

	Params::FortQuestItemDefinition_GetUpdateObjectiveOncePerMatch Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetVisualStyle
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EQuestVisualStyle                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EQuestVisualStyle UFortQuestItemDefinition::GetVisualStyle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetVisualStyle");

	Params::FortQuestItemDefinition_GetVisualStyle Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItemDefinition.GetWeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortQuestItemDefinition::GetWeight() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "GetWeight");

	Params::FortQuestItemDefinition_GetWeight Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::IsDeprecated() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "IsDeprecated");

	Params::FortQuestItemDefinition_IsDeprecated Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::IsHidden() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "IsHidden");

	Params::FortQuestItemDefinition_IsHidden Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::IsIncludedInCategories() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "IsIncludedInCategories");

	Params::FortQuestItemDefinition_IsIncludedInCategories Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::IsTutorialQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "IsTutorialQuest");

	Params::FortQuestItemDefinition_IsTutorialQuest Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::ShouldAutoLaunch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "ShouldAutoLaunch");

	Params::FortQuestItemDefinition_ShouldAutoLaunch Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortQuestItemDefinition::ShouldDisplayOverallQuestInformation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItemDefinition", "ShouldDisplayOverallQuestInformation");

	Params::FortQuestItemDefinition_ShouldDisplayOverallQuestInformation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.AreUniqueIDsIdentical
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 A                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 B                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerState::AreUniqueIDsIdentical(const struct FUniqueNetIdRepl& A, const struct FUniqueNetIdRepl& B)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlayerState", "AreUniqueIDsIdentical");

	Params::FortPlayerState_AreUniqueIDsIdentical Parms{};

	Parms.A = std::move(A);
	Parms.B = std::move(B);

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.ClientNotifyAwardGranted
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class UFortAwardItemDefinition*         AwardDefinition                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerState::ClientNotifyAwardGranted(class UFortAwardItemDefinition* AwardDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "ClientNotifyAwardGranted");

	Params::FortPlayerState_ClientNotifyAwardGranted Parms{};

	Parms.AwardDefinition = AwardDefinition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_AccessoryColorSwatches
// (Final, Native, Protected)

void AFortPlayerState::OnRep_AccessoryColorSwatches()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_AccessoryColorSwatches");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_bHasStartedPlaying
// (Final, Native, Protected)

void AFortPlayerState::OnRep_bHasStartedPlaying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_bHasStartedPlaying");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_CharacterBodyType
// (Final, Native, Protected)

void AFortPlayerState::OnRep_CharacterBodyType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterBodyType");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_CharacterColorSwatches
// (Final, Native, Protected)

void AFortPlayerState::OnRep_CharacterColorSwatches()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterColorSwatches");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_CharacterGender
// (Final, Native, Protected)

void AFortPlayerState::OnRep_CharacterGender()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterGender");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_CharacterParts
// (Native, Protected)

void AFortPlayerState::OnRep_CharacterParts()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_CharacterParts");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_CurrentCharXP
// (Final, Native, Protected)

void AFortPlayerState::OnRep_CurrentCharXP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_CurrentCharXP");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_HeroId
// (Final, Native, Protected)

void AFortPlayerState::OnRep_HeroId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_HeroId");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_HeroType
// (Native, Protected)

void AFortPlayerState::OnRep_HeroType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_HeroType");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_HomeActor
// (Native, Protected)
// Parameters:
// class AActor*                           OldHomeActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerState::OnRep_HomeActor(class AActor* OldHomeActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_HomeActor");

	Params::FortPlayerState_OnRep_HomeActor Parms{};

	Parms.OldHomeActor = OldHomeActor;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_PartyOwner
// (Native, Protected)

void AFortPlayerState::OnRep_PartyOwner()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_PartyOwner");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_Platform
// (Native, Protected)

void AFortPlayerState::OnRep_Platform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_Platform");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_PlatformUniqueNetId
// (Native, Protected)

void AFortPlayerState::OnRep_PlatformUniqueNetId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_PlatformUniqueNetId");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_PlayerTeam
// (Native, Protected)

void AFortPlayerState::OnRep_PlayerTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_PlayerTeam");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_ScoreStatChanged
// (Final, Native, Protected)

void AFortPlayerState::OnRep_ScoreStatChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_ScoreStatChanged");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_SessionOwner
// (Final, Native, Protected)

void AFortPlayerState::OnRep_SessionOwner()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_SessionOwner");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_ShowHeroBackpack
// (Final, Native, Protected)

void AFortPlayerState::OnRep_ShowHeroBackpack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_ShowHeroBackpack");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.OnRep_ShowHeroHeadAccessories
// (Final, Native, Protected)

void AFortPlayerState::OnRep_ShowHeroHeadAccessories()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "OnRep_ShowHeroHeadAccessories");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.ServerSetShowHeroBackpack
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bShow                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerState::ServerSetShowHeroBackpack(bool bShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "ServerSetShowHeroBackpack");

	Params::FortPlayerState_ServerSetShowHeroBackpack Parms{};

	Parms.bShow = bShow;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.ServerSetShowHeroHeadAccessories
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bShow                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerState::ServerSetShowHeroHeadAccessories(bool bShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "ServerSetShowHeroHeadAccessories");

	Params::FortPlayerState_ServerSetShowHeroHeadAccessories Parms{};

	Parms.bShow = bShow;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.UpdateScoreStatChanged
// (Native, Protected)

void AFortPlayerState::UpdateScoreStatChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "UpdateScoreStatChanged");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerState.GetCurrentPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortPlayerState::GetCurrentPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "GetCurrentPawn");

	Params::FortPlayerState_GetCurrentPawn Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.GetPlatform
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortPlayerState::GetPlatform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "GetPlatform");

	Params::FortPlayerState_GetPlatform Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.GetPlatformUniqueNetId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FUniqueNetIdRepl AFortPlayerState::GetPlatformUniqueNetId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "GetPlatformUniqueNetId");

	Params::FortPlayerState_GetPlatformUniqueNetId Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.GetPlayerOSSName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortPlayerState::GetPlayerOSSName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "GetPlayerOSSName");

	Params::FortPlayerState_GetPlayerOSSName Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerState.GetUniqueID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FUniqueNetIdRepl AFortPlayerState::GetUniqueID() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "GetUniqueID");

	Params::FortPlayerState_GetUniqueID Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortPlayerState::IsConsolePlayer() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerState", "IsConsolePlayer");

	Params::FortPlayerState_IsConsolePlayer Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.GetOverrideRespawnStatusText
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortPlayerStateZone::GetOverrideRespawnStatusText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetOverrideRespawnStatusText");

	Params::FortPlayerStateZone_GetOverrideRespawnStatusText Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.GetSpectatorCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStateZone::GetSpectatorCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetSpectatorCount");

	Params::FortPlayerStateZone_GetSpectatorCount Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.MulticastTriggerOnGadgetTrackedAttributeDestroyedFX
// (Net, NetReliable, Native, Event, NetMulticast, Public)
// Parameters:
// class UFortGadgetItemDefinition*        GadgetItemDefinition                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateZone::MulticastTriggerOnGadgetTrackedAttributeDestroyedFX(const class UFortGadgetItemDefinition* GadgetItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "MulticastTriggerOnGadgetTrackedAttributeDestroyedFX");

	Params::FortPlayerStateZone_MulticastTriggerOnGadgetTrackedAttributeDestroyedFX Parms{};

	Parms.GadgetItemDefinition = GadgetItemDefinition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateZone.OnRep_AccumulatedItems
// (Final, Native, Public)

void AFortPlayerStateZone::OnRep_AccumulatedItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "OnRep_AccumulatedItems");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateZone.OnRep_NumRejoins
// (Final, Native, Protected)

void AFortPlayerStateZone::OnRep_NumRejoins()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "OnRep_NumRejoins");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateZone.OnRep_SpectatingTarget
// (Native, Public)

void AFortPlayerStateZone::OnRep_SpectatingTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "OnRep_SpectatingTarget");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateZone.GetNumOfAccumulatedBluGlo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStateZone::GetNumOfAccumulatedBluGlo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetNumOfAccumulatedBluGlo");

	Params::FortPlayerStateZone_GetNumOfAccumulatedBluGlo Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.GetNumOfAccumulatedItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStateZone::GetNumOfAccumulatedItem(const class UFortWorldItemDefinition* ItemDefinition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetNumOfAccumulatedItem");

	Params::FortPlayerStateZone_GetNumOfAccumulatedItem Parms{};

	Parms.ItemDefinition = ItemDefinition;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.GetPlayerNameForStreaming
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortPlayerStateZone::GetPlayerNameForStreaming() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetPlayerNameForStreaming");

	Params::FortPlayerStateZone_GetPlayerNameForStreaming Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.GetSimulatedAttributeValue
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayAttribute               Attribute                                              (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultValue                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerStateZone::GetSimulatedAttributeValue(const struct FGameplayAttribute& Attribute, const float DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "GetSimulatedAttributeValue");

	Params::FortPlayerStateZone_GetSimulatedAttributeValue Parms{};

	Parms.Attribute = std::move(Attribute);
	Parms.DefaultValue = DefaultValue;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateZone.IsPlayerDead
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerStateZone::IsPlayerDead() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateZone", "IsPlayerDead");

	Params::FortPlayerStateZone_IsPlayerDead Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateOutpost.OnRep_CanEditOutpost
// (Final, Native, Protected)

void AFortPlayerStateOutpost::OnRep_CanEditOutpost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CanEditOutpost");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateOutpost.OnRep_CraftingTableItemsRemaing
// (Final, Native, Private)

void AFortPlayerStateOutpost::OnRep_CraftingTableItemsRemaing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "OnRep_CraftingTableItemsRemaing");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateOutpost.ServerSetCanEditOutpost
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AFortPlayerStateOutpost*          InPlayer                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCanEdit                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateOutpost::ServerSetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "ServerSetCanEditOutpost");

	Params::FortPlayerStateOutpost_ServerSetCanEditOutpost Parms{};

	Parms.InPlayer = InPlayer;
	Parms.bCanEdit = bCanEdit;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateOutpost.SetCanEditOutpost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStateOutpost*          InPlayer                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCanEdit                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateOutpost::SetCanEditOutpost(class AFortPlayerStateOutpost* InPlayer, bool bCanEdit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "SetCanEditOutpost");

	Params::FortPlayerStateOutpost_SetCanEditOutpost Parms{};

	Parms.InPlayer = InPlayer;
	Parms.bCanEdit = bCanEdit;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


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

bool AFortPlayerStateOutpost::CanEditOutpost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "CanEditOutpost");

	Params::FortPlayerStateOutpost_CanEditOutpost Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortPlayerStateOutpost::IsOutpostOwner() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateOutpost", "IsOutpostOwner");

	Params::FortPlayerStateOutpost_IsOutpostOwner Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaDanceItemDefinition.GetChatTriggerCommandName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UAthenaDanceItemDefinition::GetChatTriggerCommandName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaDanceItemDefinition", "GetChatTriggerCommandName");

	Params::AthenaDanceItemDefinition_GetChatTriggerCommandName Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGliderAnimInstance.SetGliderFullyDeployed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIsFullyDeployed                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGliderAnimInstance::SetGliderFullyDeployed(bool bIsFullyDeployed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGliderAnimInstance", "SetGliderFullyDeployed");

	Params::FortGliderAnimInstance_SetGliderFullyDeployed Parms{};

	Parms.bIsFullyDeployed = bIsFullyDeployed;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaEmojiItemDefinition.ConfigureParticleSystem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         ParticleSystem                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D>        OverrideImage                                          (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAthenaEmojiItemDefinition::ConfigureParticleSystem(class UParticleSystemComponent* ParticleSystem, TSoftObjectPtr<class UTexture2D> OverrideImage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaEmojiItemDefinition", "ConfigureParticleSystem");

	Params::AthenaEmojiItemDefinition_ConfigureParticleSystem Parms{};

	Parms.ParticleSystem = ParticleSystem;
	Parms.OverrideImage = OverrideImage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMapMarkerTopperActor.OnMarkerMoved
// (Event, Public, BlueprintEvent)

void AFortMapMarkerTopperActor::OnMarkerMoved()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMapMarkerTopperActor", "OnMarkerMoved");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMapMarkerTopperActor.PreviewMapMarker
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaMapMarkerItemDefinition*   Marker                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMapMarkerTopperActor::PreviewMapMarker(const class UAthenaMapMarkerItemDefinition* Marker)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMapMarkerTopperActor", "PreviewMapMarker");

	Params::FortMapMarkerTopperActor_PreviewMapMarker Parms{};

	Parms.Marker = Marker;

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


// Function FortniteGame.FortMapMarkerTopperActor.SetLiveMapMarker
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaMapMarkerItemDefinition*   Marker                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMapMarkerTopperActor::SetLiveMapMarker(const class UAthenaMapMarkerItemDefinition* Marker)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMapMarkerTopperActor", "SetLiveMapMarker");

	Params::FortMapMarkerTopperActor_SetLiveMapMarker Parms{};

	Parms.Marker = Marker;

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


// Function FortniteGame.FortAthenaFerretVehicle.BoostBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaFerretVehicle::BoostBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "BoostBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaFerretVehicle.BoostEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaFerretVehicle::BoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "BoostEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaFerretVehicle.CacheAudioVoicePointers
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UFortVehicleAudioVoice*           InAudioMovementClose                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioMovementDistant                                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioWindFirstPerson                                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioDive                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioTaxi                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioSpark                                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::CacheAudioVoicePointers(class UFortVehicleAudioVoice* InAudioMovementClose, class UFortVehicleAudioVoice* InAudioMovementDistant, class UFortVehicleAudioVoice* InAudioWindFirstPerson, class UFortVehicleAudioVoice* InAudioDive, class UFortVehicleAudioVoice* InAudioTaxi, class UFortVehicleAudioVoice* InAudioSpark)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "CacheAudioVoicePointers");

	Params::FortAthenaFerretVehicle_CacheAudioVoicePointers Parms{};

	Parms.InAudioMovementClose = InAudioMovementClose;
	Parms.InAudioMovementDistant = InAudioMovementDistant;
	Parms.InAudioWindFirstPerson = InAudioWindFirstPerson;
	Parms.InAudioDive = InAudioDive;
	Parms.InAudioTaxi = InAudioTaxi;
	Parms.InAudioSpark = InAudioSpark;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.CacheParticleComponentPointers
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         InTrailTopLeft                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         InTrailTopRight                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         InTrailBottomLeft                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         InTrailBottomRight                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::CacheParticleComponentPointers(class UParticleSystemComponent* InTrailTopLeft, class UParticleSystemComponent* InTrailTopRight, class UParticleSystemComponent* InTrailBottomLeft, class UParticleSystemComponent* InTrailBottomRight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "CacheParticleComponentPointers");

	Params::FortAthenaFerretVehicle_CacheParticleComponentPointers Parms{};

	Parms.InTrailTopLeft = InTrailTopLeft;
	Parms.InTrailTopRight = InTrailTopRight;
	Parms.InTrailBottomLeft = InTrailBottomLeft;
	Parms.InTrailBottomRight = InTrailBottomRight;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.CachePlaneFX
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         InPlaneSpeedFX                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::CachePlaneFX(class UParticleSystemComponent* InPlaneSpeedFX)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "CachePlaneFX");

	Params::FortAthenaFerretVehicle_CachePlaneFX Parms{};

	Parms.InPlaneSpeedFX = InPlaneSpeedFX;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.CachePropAndBoostMeterSM
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*             InPropSM                                               (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             InBoostSM                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::CachePropAndBoostMeterSM(class UStaticMeshComponent* InPropSM, class UStaticMeshComponent* InBoostSM)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "CachePropAndBoostMeterSM");

	Params::FortAthenaFerretVehicle_CachePropAndBoostMeterSM Parms{};

	Parms.InPropSM = InPropSM;
	Parms.InBoostSM = InBoostSM;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.GetCurrentOverheatValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaFerretVehicle::GetCurrentOverheatValue()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "GetCurrentOverheatValue");

	Params::FortAthenaFerretVehicle_GetCurrentOverheatValue Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaFerretVehicle.GetOverheatScaler
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaFerretVehicle::GetOverheatScaler()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "GetOverheatScaler");

	Params::FortAthenaFerretVehicle_GetOverheatScaler Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaFerretVehicle.OnRep_OverheatValueRepped
// (Final, Native, Protected)

void AFortAthenaFerretVehicle::OnRep_OverheatValueRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "OnRep_OverheatValueRepped");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.OnSpringCompression
// (Event, Public, BlueprintEvent)

void AFortAthenaFerretVehicle::OnSpringCompression()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "OnSpringCompression");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaFerretVehicle.SetSkidActive
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::SetSkidActive(bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "SetSkidActive");

	Params::FortAthenaFerretVehicle_SetSkidActive Parms{};

	Parms.bActive = bActive;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaFerretVehicle.SmashedThroughBuildingPiece
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          ImpactPoint                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpactNormal                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaFerretVehicle::SmashedThroughBuildingPiece(const struct FVector& ImpactPoint, const struct FVector& ImpactNormal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "SmashedThroughBuildingPiece");

	Params::FortAthenaFerretVehicle_SmashedThroughBuildingPiece Parms{};

	Parms.ImpactPoint = std::move(ImpactPoint);
	Parms.ImpactNormal = std::move(ImpactNormal);

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


// Function FortniteGame.FortAthenaFerretVehicle.GetOverheatingMaxValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaFerretVehicle::GetOverheatingMaxValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "GetOverheatingMaxValue");

	Params::FortAthenaFerretVehicle_GetOverheatingMaxValue Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaFerretVehicle.GetVehicleJumpActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaFerretVehicle::GetVehicleJumpActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "GetVehicleJumpActionName");

	Params::FortAthenaFerretVehicle_GetVehicleJumpActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaFerretVehicle::IsBoosting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "IsBoosting");

	Params::FortAthenaFerretVehicle_IsBoosting Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaFerretVehicle::IsLocalPlayerRiding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "IsLocalPlayerRiding");

	Params::FortAthenaFerretVehicle_IsLocalPlayerRiding Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaFerretVehicle::IsShooting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "IsShooting");

	Params::FortAthenaFerretVehicle_IsShooting Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool AFortAthenaFerretVehicle::IsTryingToShoot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaFerretVehicle", "IsTryingToShoot");

	Params::FortAthenaFerretVehicle_IsTryingToShoot Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.ClearSlot
// (Native, Public, BlueprintCallable)

void UAIHotSpotSlot::ClearSlot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "ClearSlot");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpotSlot.OnStateChanged
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AAIController*                    SlotOwner                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot                          NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAIHotSpotSlot::OnStateChanged(class AAIController* SlotOwner, EAIHotSpotSlot NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "OnStateChanged");

	Params::AIHotSpotSlot_OnStateChanged Parms{};

	Parms.SlotOwner = SlotOwner;
	Parms.NewState = NewState;

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


// Function FortniteGame.AIHotSpotSlot.SetSlotEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewEnabled                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAIHotSpotSlot::SetSlotEnabled(bool bNewEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "SetSlotEnabled");

	Params::AIHotSpotSlot_SetSlotEnabled Parms{};

	Parms.bNewEnabled = bNewEnabled;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpotSlot.SetSlotOwnerAndState
// (Native, Public, BlueprintCallable)
// Parameters:
// class AAIController*                    NewOwner                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIHotSpotSlot                          NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAIHotSpotSlot::SetSlotOwnerAndState(class AAIController* NewOwner, EAIHotSpotSlot NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "SetSlotOwnerAndState");

	Params::AIHotSpotSlot_SetSlotOwnerAndState Parms{};

	Parms.NewOwner = NewOwner;
	Parms.NewState = NewState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpotSlot.SetSlotState
// (Native, Public, BlueprintCallable)
// Parameters:
// EAIHotSpotSlot                          NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAIHotSpotSlot::SetSlotState(EAIHotSpotSlot NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "SetSlotState");

	Params::AIHotSpotSlot_SetSlotState Parms{};

	Parms.NewState = NewState;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AIHotSpotSlot.GetHotSpot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIHotSpot*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AAIHotSpot* UAIHotSpotSlot::GetHotSpot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetHotSpot");

	Params::AIHotSpotSlot_GetHotSpot Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotBounds
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FBox UAIHotSpotSlot::GetSlotBounds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotBounds");

	Params::AIHotSpotSlot_GetSlotBounds Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotHeight
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UAIHotSpotSlot::GetSlotHeight() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotHeight");

	Params::AIHotSpotSlot_GetSlotHeight Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UAIHotSpotSlot::GetSlotIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotIndex");

	Params::AIHotSpotSlot_GetSlotIndex Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UAIHotSpotSlot::GetSlotLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotLocation");

	Params::AIHotSpotSlot_GetSlotLocation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AAIController*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AAIController* UAIHotSpotSlot::GetSlotOwner() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotOwner");

	Params::AIHotSpotSlot_GetSlotOwner Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UAIHotSpotSlot::GetSlotRadius() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRadius");

	Params::AIHotSpotSlot_GetSlotRadius Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UAIHotSpotSlot::GetSlotRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotRotation");

	Params::AIHotSpotSlot_GetSlotRotation Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EAIHotSpotSlot                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAIHotSpotSlot UAIHotSpotSlot::GetSlotState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotState");

	Params::AIHotSpotSlot_GetSlotState Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.GetSlotUserId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UAIHotSpotSlot::GetSlotUserId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "GetSlotUserId");

	Params::AIHotSpotSlot_GetSlotUserId Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UAIHotSpotSlot::HasUserId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "HasUserId");

	Params::AIHotSpotSlot_HasUserId Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AIHotSpotSlot.IsAIAllowed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AAIController*                    AI                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAIHotSpotSlot::IsAIAllowed(const class AAIController* AI) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "IsAIAllowed");

	Params::AIHotSpotSlot_IsAIAllowed Parms{};

	Parms.AI = AI;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UAIHotSpotSlot::IsEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AIHotSpotSlot", "IsEnabled");

	Params::AIHotSpotSlot_IsEnabled Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetEvolveRestrictionReasonText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EItemEvolutionRestrictionReason         Reason                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetEvolveRestrictionReasonText(const EItemEvolutionRestrictionReason Reason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortItem", "GetEvolveRestrictionReasonText");

	Params::FortItem_GetEvolveRestrictionReasonText Parms{};

	Parms.Reason = Reason;

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetUpgradeRestrictionReasonText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EItemUpgradeRestrictionReason           Reason                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetUpgradeRestrictionReasonText(const EItemUpgradeRestrictionReason Reason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortItem", "GetUpgradeRestrictionReasonText");

	Params::FortItem_GetUpgradeRestrictionReasonText Parms{};

	Parms.Reason = Reason;

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.SetOwningControllerForTemporaryItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            InController                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItem::SetOwningControllerForTemporaryItem(class AFortPlayerController* InController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "SetOwningControllerForTemporaryItem");

	Params::FortItem_SetOwningControllerForTemporaryItem Parms{};

	Parms.InController = InController;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortItem.AllowedToBeLockedInInventory
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::AllowedToBeLockedInInventory() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "AllowedToBeLockedInInventory");

	Params::FortItem_AllowedToBeLockedInInventory Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.CanBeDropped
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::CanBeDropped() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "CanBeDropped");

	Params::FortItem_CanBeDropped Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.CanBeUnslotted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::CanBeUnslotted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "CanBeUnslotted");

	Params::FortItem_CanBeUnslotted Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.CanBeUpgraded
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<EItemUpgradeRestrictionReason>   OutRestrictionReasons                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::CanBeUpgraded(TArray<EItemUpgradeRestrictionReason>* OutRestrictionReasons) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "CanBeUpgraded");

	Params::FortItem_CanBeUpgraded Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.CanEvolve
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<EItemEvolutionRestrictionReason> OutRestrictionReasons                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::CanEvolve(TArray<EItemEvolutionRestrictionReason>* OutRestrictionReasons) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "CanEvolve");

	Params::FortItem_CanEvolve Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.CanUpgradeItemRarity
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<EItemEvolutionRestrictionReason> OutRestrictionReasons                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::CanUpgradeItemRarity(TArray<EItemEvolutionRestrictionReason>* OutRestrictionReasons) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "CanUpgradeItemRarity");

	Params::FortItem_CanUpgradeItemRarity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.DoesMatchSearchString
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           SearchString                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::DoesMatchSearchString(const class FString& SearchString) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "DoesMatchSearchString");

	Params::FortItem_DoesMatchSearchString Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetActiveAlterations
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   PretendLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortAlterationItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortAlterationItemDefinition*> UFortItem::GetActiveAlterations(int32 PretendLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetActiveAlterations");

	Params::FortItem_GetActiveAlterations Parms{};

	Parms.PretendLevel = PretendLevel;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetAlterationSlots
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortAlterationSlotStatus>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortAlterationSlotStatus> UFortItem::GetAlterationSlots() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetAlterationSlots");

	Params::FortItem_GetAlterationSlots Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetCooldownTimeRemaining
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CooldownDuration                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortItem::GetCooldownTimeRemaining(class AFortPlayerController* FortPC, float* CooldownDuration) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetCooldownTimeRemaining");

	Params::FortItem_GetCooldownTimeRemaining Parms{};

	Parms.FortPC = FortPC;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetDescription
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetDescription");

	Params::FortItem_GetDescription Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetDisplayName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetDisplayName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetDisplayName");

	Params::FortItem_GetDisplayName Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetDisplayNameWithoutPrefix
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetDisplayNameWithoutPrefix() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetDisplayNameWithoutPrefix");

	Params::FortItem_GetDisplayNameWithoutPrefix Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortItem::GetDurability() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetDurability");

	Params::FortItem_GetDurability Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetFilterCategory
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortInventoryFilter                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortInventoryFilter UFortItem::GetFilterCategory() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetFilterCategory");

	Params::FortItem_GetFilterCategory Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetItemDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* UFortItem::GetItemDefinitionBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetItemDefinitionBP");

	Params::FortItem_GetItemDefinitionBP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetItemGuid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGuid UFortItem::GetItemGuid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetItemGuid");

	Params::FortItem_GetItemGuid Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetItemTypeName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bUsePlural                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetItemTypeName(bool bUsePlural) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetItemTypeName");

	Params::FortItem_GetItemTypeName Parms{};

	Parms.bUsePlural = bUsePlural;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetLargePreviewImage
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortItem::GetLargePreviewImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetLargePreviewImage");

	Params::FortItem_GetLargePreviewImage Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetLevel");

	Params::FortItem_GetLevel Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetLevelRelativeCostForRarityUpgrade
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetLevelRelativeCostForRarityUpgrade() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetLevelRelativeCostForRarityUpgrade");

	Params::FortItem_GetLevelRelativeCostForRarityUpgrade Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetLoadedAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetLoadedAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetLoadedAmmo");

	Params::FortItem_GetLoadedAmmo Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetMaxLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetMaxLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetMaxLevel");

	Params::FortItem_GetMaxLevel Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetMaxTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemTier                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemTier UFortItem::GetMaxTier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetMaxTier");

	Params::FortItem_GetMaxTier Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetNormalizedDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortItem::GetNormalizedDurability() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetNormalizedDurability");

	Params::FortItem_GetNormalizedDurability Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetNumInStack
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetNumInStack() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetNumInStack");

	Params::FortItem_GetNumInStack Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetOwningController
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerController* UFortItem::GetOwningController() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetOwningController");

	Params::FortItem_GetOwningController Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetPreviewAssets
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<TSoftObjectPtr<class UObject>>   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, UObjectWrapper, NativeAccessSpecifierPublic)

TArray<TSoftObjectPtr<class UObject>> UFortItem::GetPreviewAssets() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetPreviewAssets");

	Params::FortItem_GetPreviewAssets Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetPrimaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ItemCategoryText                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::GetPrimaryCategory(class FText* ItemCategoryText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetPrimaryCategory");

	Params::FortItem_GetPrimaryCategory Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRarity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortRarity UFortItem::GetRarity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRarity");

	Params::FortItem_GetRarity Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRarityColor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortItem::GetRarityColor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRarityColor");

	Params::FortItem_GetRarityColor Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRaritySecondaryColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortItem::GetRaritySecondaryColor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRaritySecondaryColor");

	Params::FortItem_GetRaritySecondaryColor Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRating
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetRating() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRating");

	Params::FortItem_GetRating Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRecycleValue
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetRecycleValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRecycleValue");

	Params::FortItem_GetRecycleValue Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetRemainingAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetRemainingAmmo");

	Params::FortItem_GetRemainingAmmo Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSchematicCraftingResultBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* UFortItem::GetSchematicCraftingResultBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSchematicCraftingResultBP");

	Params::FortItem_GetSchematicCraftingResultBP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSchematicCraftingResultOrCraftedWeaponBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWeaponItemDefinition*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWeaponItemDefinition* UFortItem::GetSchematicCraftingResultOrCraftedWeaponBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSchematicCraftingResultOrCraftedWeaponBP");

	Params::FortItem_GetSchematicCraftingResultOrCraftedWeaponBP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSchematicResultType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemType UFortItem::GetSchematicResultType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSchematicResultType");

	Params::FortItem_GetSchematicResultType Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSearchTags
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItem::GetSearchTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSearchTags");

	Params::FortItem_GetSearchTags Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSecondaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ItemCategoryText                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush                      ItemCategoryBrush                                      (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize                          BrushSize                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::GetSecondaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSecondaryCategory");

	Params::FortItem_GetSecondaryCategory Parms{};

	Parms.BrushSize = BrushSize;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetSmallPreviewImage
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortItem::GetSmallPreviewImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetSmallPreviewImage");

	Params::FortItem_GetSmallPreviewImage Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetTertiaryCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ItemCategoryText                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FSlateBrush                      ItemCategoryBrush                                      (Parm, OutParm, NativeAccessSpecifierPublic)
// EFortBrushSize                          BrushSize                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::GetTertiaryCategory(class FText* ItemCategoryText, struct FSlateBrush* ItemCategoryBrush, EFortBrushSize BrushSize) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetTertiaryCategory");

	Params::FortItem_GetTertiaryCategory Parms{};

	Parms.BrushSize = BrushSize;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemTier                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemTier UFortItem::GetTier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetTier");

	Params::FortItem_GetTier Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemType UFortItem::GetType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetType");

	Params::FortItem_GetType Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetUpgradeCost
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortItem::GetUpgradeCost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetUpgradeCost");

	Params::FortItem_GetUpgradeCost Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.GetUpgradeResourceItemDefinition
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPersistentResourceItemDefinition*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPersistentResourceItemDefinition* UFortItem::GetUpgradeResourceItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "GetUpgradeResourceItemDefinition");

	Params::FortItem_GetUpgradeResourceItemDefinition Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.HasDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::HasDurability() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "HasDurability");

	Params::FortItem_HasDurability Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.HasEvolutions
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::HasEvolutions() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "HasEvolutions");

	Params::FortItem_HasEvolutions Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.HasRarityUpgrade
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::HasRarityUpgrade() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "HasRarityUpgrade");

	Params::FortItem_HasRarityUpgrade Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsActivatable
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            FailureReason                                          (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsActivatable(class AFortPlayerController* FortPC, struct FGameplayTagContainer* FailureReason) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsActivatable");

	Params::FortItem_IsActivatable Parms{};

	Parms.FortPC = FortPC;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsDroppedItem
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsDroppedItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsDroppedItem");

	Params::FortItem_IsDroppedItem Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsEquipable
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            EquippingPC                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bGamepadSwitchingForHeroAbilities                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsEquipable(const class AFortPlayerController* EquippingPC, bool bGamepadSwitchingForHeroAbilities) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsEquipable");

	Params::FortItem_IsEquipable Parms{};

	Parms.EquippingPC = EquippingPC;
	Parms.bGamepadSwitchingForHeroAbilities = bGamepadSwitchingForHeroAbilities;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsEquipped
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsEquipped() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsEquipped");

	Params::FortItem_IsEquipped Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsInStorageVault
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsInStorageVault() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsInStorageVault");

	Params::FortItem_IsInStorageVault Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsInventoryOverflowItem
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsInventoryOverflowItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsInventoryOverflowItem");

	Params::FortItem_IsInventoryOverflowItem Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsSchematic
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsSchematic() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsSchematic");

	Params::FortItem_IsSchematic Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortItem::IsSchematicOrCraftedWeapon() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsSchematicOrCraftedWeapon");

	Params::FortItem_IsSchematicOrCraftedWeapon Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsSlotted
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsSlotted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsSlotted");

	Params::FortItem_IsSlotted Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.IsTemporaryItem
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::IsTemporaryItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "IsTemporaryItem");

	Params::FortItem_IsTemporaryItem Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItem.TryGetCategory
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemCategoryOrdinal                Ordinal                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutCategoryDisplayName                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    OutHasIcon                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortMultiSizeBrush              OutCategoryIconBrush                                   (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortItem::TryGetCategory(EFortItemCategoryOrdinal Ordinal, class FText* OutCategoryDisplayName, bool* OutHasIcon, struct FFortMultiSizeBrush* OutCategoryIconBrush) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItem", "TryGetCategory");

	Params::FortItem_TryGetCategory Parms{};

	Parms.Ordinal = Ordinal;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

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

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAccountItem.MarkItemAsSeenBP
// (Final, Native, Public, BlueprintCallable)

void UFortAccountItem::MarkItemAsSeenBP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "MarkItemAsSeenBP");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAccountItem.GetRecyclingRefunds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortItemQuantityPair>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemQuantityPair> UFortAccountItem::GetRecyclingRefunds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "GetRecyclingRefunds");

	Params::FortAccountItem_GetRecyclingRefunds Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAccountItem.GetRefundResults
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortItemQuantityPair>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemQuantityPair> UFortAccountItem::GetRefundResults() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "GetRefundResults");

	Params::FortAccountItem_GetRefundResults Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortAccountItem::HasBeenSeenLocally() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "HasBeenSeenLocally");

	Params::FortAccountItem_HasBeenSeenLocally Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAccountItem.IsFavorite
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAccountItem::IsFavorite() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "IsFavorite");

	Params::FortAccountItem_IsFavorite Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAccountItem.IsRefundable
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAccountItem::IsRefundable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountItem", "IsRefundable");

	Params::FortAccountItem_IsRefundable Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortWorldItemDefinition::CanBeDisassembled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "CanBeDisassembled");

	Params::FortWorldItemDefinition_CanBeDisassembled Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldItemDefinition.GetAmmoWorldItemDefinition_BP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* UFortWorldItemDefinition::GetAmmoWorldItemDefinition_BP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "GetAmmoWorldItemDefinition_BP");

	Params::FortWorldItemDefinition_GetAmmoWorldItemDefinition_BP Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldItemDefinition.GetDamageAtLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWorldItemDefinition::GetDamageAtLevel(int32 ItemLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "GetDamageAtLevel");

	Params::FortWorldItemDefinition_GetDamageAtLevel Parms{};

	Parms.ItemLevel = ItemLevel;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldItemDefinition.GetDPSAtLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWorldItemDefinition::GetDPSAtLevel(int32 ItemLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "GetDPSAtLevel");

	Params::FortWorldItemDefinition_GetDPSAtLevel Parms{};

	Parms.ItemLevel = ItemLevel;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldItemDefinition.GetFabricationValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bUseDisintegrationOverride                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortWorldItemDefinition::GetFabricationValue(bool bUseDisintegrationOverride) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "GetFabricationValue");

	Params::FortWorldItemDefinition_GetFabricationValue Parms{};

	Parms.bUseDisintegrationOverride = bUseDisintegrationOverride;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldItemDefinition.GetMaxDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWorldItemDefinition::GetMaxDurability(int32 ItemLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItemDefinition", "GetMaxDurability");

	Params::FortWorldItemDefinition_GetMaxDurability Parms{};

	Parms.ItemLevel = ItemLevel;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGadgetItemDefinition.GetDecoItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortDecoItemDefinition*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortDecoItemDefinition* UFortGadgetItemDefinition::GetDecoItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGadgetItemDefinition", "GetDecoItemDefinition");

	Params::FortGadgetItemDefinition_GetDecoItemDefinition Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGadgetItemDefinition.GetGameplayAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortGameplayAbility> ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortGameplayAbility> UFortGadgetItemDefinition::GetGameplayAbility() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGadgetItemDefinition", "GetGameplayAbility");

	Params::FortGadgetItemDefinition_GetGameplayAbility Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGadgetItemDefinition.GetLevelAttribute
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayAttribute               ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayAttribute UFortGadgetItemDefinition::GetLevelAttribute() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGadgetItemDefinition", "GetLevelAttribute");

	Params::FortGadgetItemDefinition_GetLevelAttribute Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortGadgetItemDefinition::HasChargeUp() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGadgetItemDefinition", "HasChargeUp");

	Params::FortGadgetItemDefinition_HasChargeUp Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


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

bool UFortGadgetItemDefinition::HasTrackedAttributes() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGadgetItemDefinition", "HasTrackedAttributes");

	Params::FortGadgetItemDefinition_HasTrackedAttributes Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaExitCraftSpawner.DestroyBlockingActors
// (Final, Native, Protected, BlueprintCallable)

void AFortAthenaExitCraftSpawner::DestroyBlockingActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraftSpawner", "DestroyBlockingActors");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraftSpawner.StartExitCraftSpawnTimer
// (Final, Native, Protected, BlueprintCallable)

void AFortAthenaExitCraftSpawner::StartExitCraftSpawnTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraftSpawner", "StartExitCraftSpawnTimer");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaylistUserOptionBase.GetOptionKey
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bWithScoping                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UPlaylistUserOptionBase::GetOptionKey(bool bWithScoping) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaylistUserOptionBase", "GetOptionKey");

	Params::PlaylistUserOptionBase_GetOptionKey Parms{};

	Parms.bWithScoping = bWithScoping;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.SetLocalizationFloat
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Param_Name                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortTooltip::SetLocalizationFloat(const class FString& Param_Name, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "SetLocalizationFloat");

	Params::FortTooltip_SetLocalizationFloat Parms{};

	Parms.Param_Name = std::move(Param_Name);
	Parms.Value = Value;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTooltip.SetLocalizationInt
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Param_Name                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortTooltip::SetLocalizationInt(const class FString& Param_Name, int32 Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "SetLocalizationInt");

	Params::FortTooltip_SetLocalizationInt Parms{};

	Parms.Param_Name = std::move(Param_Name);
	Parms.Value = Value;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTooltip.SetLocalizationText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Param_Name                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Value                                                  (Parm, NativeAccessSpecifierPublic)

void UFortTooltip::SetLocalizationText(const class FString& Param_Name, const class FText& Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "SetLocalizationText");

	Params::FortTooltip_SetLocalizationText Parms{};

	Parms.Param_Name = std::move(Param_Name);
	Parms.Value = std::move(Value);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTooltip.BP_GetNumericValue
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutVal                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::BP_GetNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, float* OutVal) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "BP_GetNumericValue");

	Params::FortTooltip_BP_GetNumericValue Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.BP_GetTextForToken
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::BP_GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "BP_GetTextForToken");

	Params::FortTooltip_BP_GetTextForToken Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.BP_GetTokenizedDescriptionText
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     OutDescription                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::BP_GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, TArray<class FText>* OutDescription) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "BP_GetTokenizedDescriptionText");

	Params::FortTooltip_BP_GetTokenizedDescriptionText Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.BP_GetValueData
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTooltipValueData            OutData                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::BP_GetValueData(const class UObject* ObjectToDescribe, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, struct FFortTooltipValueData* OutData) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "BP_GetValueData");

	Params::FortTooltip_BP_GetValueData Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.GetNumericValue
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutVal                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::GetNumericValue(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, float* OutVal) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "GetNumericValue");

	Params::FortTooltip_GetNumericValue Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.GetTextForToken
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::GetTextForToken(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "GetTextForToken");

	Params::FortTooltip_GetTextForToken Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.GetTokenizedDescriptionText
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     OutDescription                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::GetTokenizedDescriptionText(const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, TArray<class FText>* OutDescription) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "GetTokenizedDescriptionText");

	Params::FortTooltip_GetTokenizedDescriptionText Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltip.GetValueData
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTooltipValueData            OutData                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTooltip::GetValueData(const class UObject* ObjectToDescribe, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, struct FFortTooltipValueData* OutData) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltip", "GetValueData");

	Params::FortTooltip_GetValueData Parms{};

	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Context = Context;
	Parms.Token = std::move(Token);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

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

	return Parms.ReturnValue;
}


// Function FortniteGame.AsyncTaskQueue.OnAsyncTaskFinished
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UAsyncTaskQueue::OnAsyncTaskFinished(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AsyncTaskQueue", "OnAsyncTaskFinished");

	Params::AsyncTaskQueue_OnAsyncTaskFinished Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.IsIgnoringProximity
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIController*                FortAIController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIController::IsIgnoringProximity(class AFortAIController* FortAIController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIController", "IsIgnoringProximity");

	Params::FortAIController_IsIgnoringProximity Parms{};

	Parms.FortAIController = FortAIController;

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

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIController.CreateBuildingActor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class ABuildingSMActor>     BuildingClass                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          BuildLoc                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         BuildRot                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIController::CreateBuildingActor(TSubclassOf<class ABuildingSMActor> BuildingClass, const struct FVector& BuildLoc, const struct FRotator& BuildRot, bool bMirrored)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "CreateBuildingActor");

	Params::FortAIController_CreateBuildingActor Parms{};

	Parms.BuildingClass = BuildingClass;
	Parms.BuildLoc = std::move(BuildLoc);
	Parms.BuildRot = std::move(BuildRot);
	Parms.bMirrored = bMirrored;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIController.IgnoreProximityForDuration
// (Native, Public, BlueprintCallable)
// Parameters:
// float                                   DurationToIgnore                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::IgnoreProximityForDuration(float DurationToIgnore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "IgnoreProximityForDuration");

	Params::FortAIController_IgnoreProximityForDuration Parms{};

	Parms.DurationToIgnore = DurationToIgnore;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.IsAllowedToSleep
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIController::IsAllowedToSleep()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "IsAllowedToSleep");

	Params::FortAIController_IsAllowedToSleep Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIController.LockBehaviorResource
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::LockBehaviorResource()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "LockBehaviorResource");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.LockMovementResource
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::LockMovementResource()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "LockMovementResource");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.OnBuildingActorGoalDestroyed
// (Final, Native, Public)

void AFortAIController::OnBuildingActorGoalDestroyed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "OnBuildingActorGoalDestroyed");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetAlwaysGameplayRelevant
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInAlwaysGameplayRelevant                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetAlwaysGameplayRelevant(bool bInAlwaysGameplayRelevant)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetAlwaysGameplayRelevant");

	Params::FortAIController_SetAlwaysGameplayRelevant Parms{};

	Parms.bInAlwaysGameplayRelevant = bInAlwaysGameplayRelevant;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetFullPeripheralVision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewFullPeripheralVision                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetFullPeripheralVision(bool bNewFullPeripheralVision)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetFullPeripheralVision");

	Params::FortAIController_SetFullPeripheralVision Parms{};

	Parms.bNewFullPeripheralVision = bNewFullPeripheralVision;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetGoalActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InActor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLocationAlwaysKnown                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetGoalActor(class AActor* InActor, bool bLocationAlwaysKnown)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetGoalActor");

	Params::FortAIController_SetGoalActor Parms{};

	Parms.InActor = InActor;
	Parms.bLocationAlwaysKnown = bLocationAlwaysKnown;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetIsSleeping
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewSleepStatus                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetIsSleeping(bool bNewSleepStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetIsSleeping");

	Params::FortAIController_SetIsSleeping Parms{};

	Parms.bNewSleepStatus = bNewSleepStatus;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetPawnAIType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortressAIType                         NewAIType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           SpawnSpot                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetPawnAIType(EFortressAIType NewAIType, class AActor* SpawnSpot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetPawnAIType");

	Params::FortAIController_SetPawnAIType Parms{};

	Parms.NewAIType = NewAIType;
	Parms.SpawnSpot = SpawnSpot;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetTeam
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortTeam                               InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetTeam(EFortTeam InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetTeam");

	Params::FortAIController_SetTeam Parms{};

	Parms.InTeam = InTeam;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.SetupCustomVIM
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                           VIM                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIController::SetupCustomVIM(class UClass* VIM)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "SetupCustomVIM");

	Params::FortAIController_SetupCustomVIM Parms{};

	Parms.VIM = VIM;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.UnlockBehaviorResource
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::UnlockBehaviorResource()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "UnlockBehaviorResource");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.UnlockMovementResource
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::UnlockMovementResource()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "UnlockMovementResource");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.UnregisterForGoalDetection
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::UnregisterForGoalDetection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "UnregisterForGoalDetection");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.WakeUp
// (Final, Native, Public, BlueprintCallable)

void AFortAIController::WakeUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "WakeUp");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIController.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* AFortAIController::GetEncounterInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "GetEncounterInfo");

	Params::FortAIController_GetEncounterInfo Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIController.GetGoalActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortAIController::GetGoalActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIController", "GetGoalActor");

	Params::FortAIController_GetGoalActor Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.CancelActiveAbility
// (Native, Public, BlueprintCallable)

void AFortWeapon::CancelActiveAbility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "CancelActiveAbility");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.CheckPendingFire
// (Native, Public, BlueprintCallable)

void AFortWeapon::CheckPendingFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "CheckPendingFire");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ClientGivenTo
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class APawn*                            P                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::ClientGivenTo(class APawn* P)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ClientGivenTo");

	Params::FortWeapon_ClientGivenTo Parms{};

	Parms.P = P;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ClientReportShotFlags
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// uint32                                  ShotFlags                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ShotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::ClientReportShotFlags(uint32 ShotFlags, int32 ShotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ClientReportShotFlags");

	Params::FortWeapon_ClientReportShotFlags Parms{};

	Parms.ShotFlags = ShotFlags;
	Parms.ShotIndex = ShotIndex;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.DetermineReticleColor
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FColor                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FColor AFortWeapon::DetermineReticleColor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "DetermineReticleColor");

	Params::FortWeapon_DetermineReticleColor Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GameplayCue_Impact
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortWeapon::GameplayCue_Impact(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GameplayCue_Impact");

	Params::FortWeapon_GameplayCue_Impact Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.GameplayCue_Weapons_Activation
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortWeapon::GameplayCue_Weapons_Activation(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GameplayCue_Weapons_Activation");

	Params::FortWeapon_GameplayCue_Weapons_Activation Parms{};

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

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.GetMeleeAttackPlayRate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetMeleeAttackPlayRate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetMeleeAttackPlayRate");

	Params::FortWeapon_GetMeleeAttackPlayRate Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetWeaponRateOfFireModifier
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetWeaponRateOfFireModifier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetWeaponRateOfFireModifier");

	Params::FortWeapon_GetWeaponRateOfFireModifier Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.K2_ConsumeAmmo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::K2_ConsumeAmmo(int32 Quantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "K2_ConsumeAmmo");

	Params::FortWeapon_K2_ConsumeAmmo Parms{};

	Parms.Quantity = Quantity;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.K2_OnUnEquip
// (Event, Public, BlueprintEvent)

void AFortWeapon::K2_OnUnEquip()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "K2_OnUnEquip");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnAmmoCountChanged
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnAmmoCountChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnAmmoCountChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnChargeDown
// (Event, Protected, BlueprintEvent)

void AFortWeapon::OnChargeDown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnChargeDown");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnChargeUp
// (Event, Protected, BlueprintEvent)

void AFortWeapon::OnChargeUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnChargeUp");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnEndCharge
// (Event, Protected, BlueprintEvent)

void AFortWeapon::OnEndCharge()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnEndCharge");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnEquippedWeaponDestory
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnEquippedWeaponDestory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnEquippedWeaponDestory");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnInitAlteration
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UFortAlterationItemDefinition*    NewAlteration                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnInitAlteration");

	Params::FortWeapon_OnInitAlteration Parms{};

	Parms.NewAlteration = NewAlteration;

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


// Function FortniteGame.FortWeapon.OnInitCosmeticAlterations
// (Event, Protected, BlueprintEvent)
// Parameters:
// struct FFortCosmeticModification        CosmeticMod                                            (Parm, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         DynamicMaterialInstance                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod, class UMaterialInstanceDynamic* DynamicMaterialInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnInitCosmeticAlterations");

	Params::FortWeapon_OnInitCosmeticAlterations Parms{};

	Parms.CosmeticMod = std::move(CosmeticMod);
	Parms.DynamicMaterialInstance = DynamicMaterialInstance;

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


// Function FortniteGame.FortWeapon.OnOutOfAmmoFire
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnOutOfAmmoFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnOutOfAmmoFire");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnPawnMontageBlendingOut
// (Native, Public)
// Parameters:
// class UAnimMontage*                     PawnMontage                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnPawnMontageBlendingOut(class UAnimMontage* PawnMontage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnPawnMontageBlendingOut");

	Params::FortWeapon_OnPawnMontageBlendingOut Parms{};

	Parms.PawnMontage = PawnMontage;
	Parms.bInterrupted = bInterrupted;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnPawnMontageStarted
// (Native, Public)
// Parameters:
// class UAnimMontage*                     PawnMontage                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnPawnMontageStarted(class UAnimMontage* PawnMontage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnPawnMontageStarted");

	Params::FortWeapon_OnPawnMontageStarted Parms{};

	Parms.PawnMontage = PawnMontage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnPlayImpactFX
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// EPhysicalSurface                        ImpactPhysicalSurface                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         SpawnedPSC                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnPlayImpactFX(const struct FHitResult& HitResult, EPhysicalSurface ImpactPhysicalSurface, class UParticleSystemComponent* SpawnedPSC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnPlayImpactFX");

	Params::FortWeapon_OnPlayImpactFX Parms{};

	Parms.HitResult = std::move(HitResult);
	Parms.ImpactPhysicalSurface = ImpactPhysicalSurface;
	Parms.SpawnedPSC = SpawnedPSC;

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


// Function FortniteGame.FortWeapon.OnPlayReloadFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
// Parameters:
// EFortReloadFXState                      ReloadStage                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnPlayReloadFX(EFortReloadFXState ReloadStage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnPlayReloadFX");

	Params::FortWeapon_OnPlayReloadFX Parms{};

	Parms.ReloadStage = ReloadStage;

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


// Function FortniteGame.FortWeapon.OnPlayWeaponFireFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bPersistentFire                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSecondaryFire                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnPlayWeaponFireFX(bool bPersistentFire, bool bSecondaryFire)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnPlayWeaponFireFX");

	Params::FortWeapon_OnPlayWeaponFireFX Parms{};

	Parms.bPersistentFire = bPersistentFire;
	Parms.bSecondaryFire = bSecondaryFire;

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


// Function FortniteGame.FortWeapon.OnReachedMaxCharge
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnReachedMaxCharge()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnReachedMaxCharge");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnReachedMinCharge
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnReachedMinCharge()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnReachedMinCharge");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnRep_AmmoCount
// (Native, Protected)
// Parameters:
// int32                                   OldAmmoCount                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnRep_AmmoCount(int32 OldAmmoCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_AmmoCount");

	Params::FortWeapon_OnRep_AmmoCount Parms{};

	Parms.OldAmmoCount = OldAmmoCount;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_ChargeStatusPack
// (Final, Native, Protected)

void AFortWeapon::OnRep_ChargeStatusPack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_ChargeStatusPack");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_EquippedWeaponDestroyWrapper
// (Final, Native, Protected)

void AFortWeapon::OnRep_EquippedWeaponDestroyWrapper()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_EquippedWeaponDestroyWrapper");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_PrimaryAbilitySpecHandle
// (Final, Native, Protected)

void AFortWeapon::OnRep_PrimaryAbilitySpecHandle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_PrimaryAbilitySpecHandle");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_ReplicatedAppliedAlterations
// (Native, Protected)

void AFortWeapon::OnRep_ReplicatedAppliedAlterations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedAppliedAlterations");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_ReplicatedCosmeticOverrideWeaponData
// (Native, Protected)

void AFortWeapon::OnRep_ReplicatedCosmeticOverrideWeaponData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedCosmeticOverrideWeaponData");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnRep_ReplicatedWeaponData
// (Native, Protected)

void AFortWeapon::OnRep_ReplicatedWeaponData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnRep_ReplicatedWeaponData");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnSetTargeting
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bNewIsTargeting                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnSetTargeting(bool bNewIsTargeting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnSetTargeting");

	Params::FortWeapon_OnSetTargeting Parms{};

	Parms.bNewIsTargeting = bNewIsTargeting;

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


// Function FortniteGame.FortWeapon.OnStartCharge
// (Event, Protected, BlueprintEvent)

void AFortWeapon::OnStartCharge()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnStartCharge");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnStopWeaponFireFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortWeapon::OnStopWeaponFireFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnStopWeaponFireFX");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnWeaponAttached
// (Event, Public, BlueprintEvent)

void AFortWeapon::OnWeaponAttached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnWeaponAttached");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnWeaponDetached
// (Event, Public, BlueprintEvent)

void AFortWeapon::OnWeaponDetached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnWeaponDetached");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeapon.OnWeaponMontageBlendingOut
// (Native, Public)
// Parameters:
// class UAnimMontage*                     WeaponMontage                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnWeaponMontageBlendingOut(class UAnimMontage* WeaponMontage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnWeaponMontageBlendingOut");

	Params::FortWeapon_OnWeaponMontageBlendingOut Parms{};

	Parms.WeaponMontage = WeaponMontage;
	Parms.bInterrupted = bInterrupted;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnWeaponMontageStarted
// (Native, Public)
// Parameters:
// class UAnimMontage*                     WeaponMontage                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnWeaponMontageStarted(class UAnimMontage* WeaponMontage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnWeaponMontageStarted");

	Params::FortWeapon_OnWeaponMontageStarted Parms{};

	Parms.WeaponMontage = WeaponMontage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.OnWeaponVisibilityChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::OnWeaponVisibilityChanged(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "OnWeaponVisibilityChanged");

	Params::FortWeapon_OnWeaponVisibilityChanged Parms{};

	Parms.bVisible = bVisible;

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


// Function FortniteGame.FortWeapon.PlayForceFeedback
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bSecondaryFire                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentFire                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImpact                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::PlayForceFeedback(bool bSecondaryFire, bool bPersistentFire, bool bImpact)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "PlayForceFeedback");

	Params::FortWeapon_PlayForceFeedback Parms{};

	Parms.bSecondaryFire = bSecondaryFire;
	Parms.bPersistentFire = bPersistentFire;
	Parms.bImpact = bImpact;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.PlayNativeImpactFX
// (Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortWeapon::PlayNativeImpactFX(const struct FHitResult& HitResult, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "PlayNativeImpactFX");

	Params::FortWeapon_PlayNativeImpactFX Parms{};

	Parms.HitResult = std::move(HitResult);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.PlayReloadFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// EFortReloadFXState                      ReloadStage                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::PlayReloadFX(EFortReloadFXState ReloadStage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "PlayReloadFX");

	Params::FortWeapon_PlayReloadFX Parms{};

	Parms.ReloadStage = ReloadStage;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.PlayWeaponFireFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bSecondaryFire                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::PlayWeaponFireFX(bool bSecondaryFire)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "PlayWeaponFireFX");

	Params::FortWeapon_PlayWeaponFireFX Parms{};

	Parms.bSecondaryFire = bSecondaryFire;

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

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.Reload
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortWeapon::Reload()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "Reload");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ResetTempWeaponMaterialOverride
// (Final, Native, Public, BlueprintCallable)

void AFortWeapon::ResetTempWeaponMaterialOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ResetTempWeaponMaterialOverride");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ServerReleaseWeaponPrimaryAbility
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)

void AFortWeapon::ServerReleaseWeaponPrimaryAbility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ServerReleaseWeaponPrimaryAbility");

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

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ServerResetShotReport
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortWeapon::ServerResetShotReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ServerResetShotReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.ServerSetChargeState
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// uint8                                   NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::ServerSetChargeState(uint8 NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "ServerSetChargeState");

	Params::FortWeapon_ServerSetChargeState Parms{};

	Parms.NewState = NewState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.SetFireSoundPitchMultiplier
// (Final, BlueprintCosmetic, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   NewPitch                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::SetFireSoundPitchMultiplier(const float NewPitch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "SetFireSoundPitchMultiplier");

	Params::FortWeapon_SetFireSoundPitchMultiplier Parms{};

	Parms.NewPitch = NewPitch;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.SetShouldDrawNativeReticle
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    bInShouldDrawReticle                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::SetShouldDrawNativeReticle(bool bInShouldDrawReticle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "SetShouldDrawNativeReticle");

	Params::FortWeapon_SetShouldDrawNativeReticle Parms{};

	Parms.bInShouldDrawReticle = bInShouldDrawReticle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.SetWeaponVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bDesiredVisibility                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceUpdate                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::SetWeaponVisibility(bool bDesiredVisibility, bool bForceUpdate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "SetWeaponVisibility");

	Params::FortWeapon_SetWeaponVisibility Parms{};

	Parms.bDesiredVisibility = bDesiredVisibility;
	Parms.bForceUpdate = bForceUpdate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.StopForceFeedback
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortWeapon::StopForceFeedback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "StopForceFeedback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.StopWeaponFireFX
// (BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortWeapon::StopWeaponFireFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "StopWeaponFireFX");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.UseWeaponDurability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   DurabilityScale                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeapon::UseWeaponDurability(float DurabilityScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "UseWeaponDurability");

	Params::FortWeapon_UseWeaponDurability Parms{};

	Parms.DurabilityScale = DurabilityScale;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeapon.GetAlterations
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortAlterationItemDefinition*> AFortWeapon::GetAlterations() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetAlterations");

	Params::FortWeapon_GetAlterations Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetAmmoCostPerFire
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ChargePercentage                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetAmmoCostPerFire(float ChargePercentage) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetAmmoCostPerFire");

	Params::FortWeapon_GetAmmoCostPerFire Parms{};

	Parms.ChargePercentage = ChargePercentage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetBulletsPerClip
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetBulletsPerClip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetBulletsPerClip");

	Params::FortWeapon_GetBulletsPerClip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetChargePercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetChargePercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetChargePercent");

	Params::FortWeapon_GetChargePercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetChargeToMinPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetChargeToMinPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetChargeToMinPercent");

	Params::FortWeapon_GetChargeToMinPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetCoreAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortWeaponCoreAnimation                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortWeaponCoreAnimation AFortWeapon::GetCoreAnimation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetCoreAnimation");

	Params::FortWeapon_GetCoreAnimation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetCurrentMaxChargePercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetCurrentMaxChargePercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetCurrentMaxChargePercent");

	Params::FortWeapon_GetCurrentMaxChargePercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetDamageStartLocation
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          AimDir                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortWeapon::GetDamageStartLocation(struct FVector* AimDir) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetDamageStartLocation");

	Params::FortWeapon_GetDamageStartLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AimDir != nullptr)
		*AimDir = std::move(Parms.AimDir);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetFiringRate
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetFiringRate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetFiringRate");

	Params::FortWeapon_GetFiringRate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetHudKeyActionData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FWeaponHudData>     ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<struct FWeaponHudData> AFortWeapon::GetHudKeyActionData() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetHudKeyActionData");

	Params::FortWeapon_GetHudKeyActionData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetInventoryGUID
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGuid AFortWeapon::GetInventoryGUID() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetInventoryGUID");

	Params::FortWeapon_GetInventoryGUID Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetLocalMagazineAmmoCount
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetLocalMagazineAmmoCount() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetLocalMagazineAmmoCount");

	Params::FortWeapon_GetLocalMagazineAmmoCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetLocalRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetLocalRemainingAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetLocalRemainingAmmo");

	Params::FortWeapon_GetLocalRemainingAmmo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetMagazineAmmoCount
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetMagazineAmmoCount() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetMagazineAmmoCount");

	Params::FortWeapon_GetMagazineAmmoCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetMuzzleLocation
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortWeapon::GetMuzzleLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetMuzzleLocation");

	Params::FortWeapon_GetMuzzleLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetMuzzleSocketTransform
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform AFortWeapon::GetMuzzleSocketTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetMuzzleSocketTransform");

	Params::FortWeapon_GetMuzzleSocketTransform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetProjectileSpeed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ChargePercent                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetProjectileSpeed(float ChargePercent) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetProjectileSpeed");

	Params::FortWeapon_GetProjectileSpeed Parms{};

	Parms.ChargePercent = ChargePercent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetRange
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetRange() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetRange");

	Params::FortWeapon_GetRange Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetReloadProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetReloadProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetReloadProgress");

	Params::FortWeapon_GetReloadProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetReloadTime
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeapon::GetReloadTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetReloadTime");

	Params::FortWeapon_GetReloadTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetRemainingAmmo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortWeapon::GetRemainingAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetRemainingAmmo");

	Params::FortWeapon_GetRemainingAmmo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetReticleColor
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FColor                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FColor AFortWeapon::GetReticleColor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetReticleColor");

	Params::FortWeapon_GetReticleColor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetSupportsAutoFireAtReticleTargetMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeapon::GetSupportsAutoFireAtReticleTargetMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetSupportsAutoFireAtReticleTargetMode");

	Params::FortWeapon_GetSupportsAutoFireAtReticleTargetMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.GetWeaponPawnAnimSet
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWeaponAnimSet*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWeaponAnimSet* AFortWeapon::GetWeaponPawnAnimSet() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "GetWeaponPawnAnimSet");

	Params::FortWeapon_GetWeaponPawnAnimSet Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.HasInfiniteAmmo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeapon::HasInfiniteAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "HasInfiniteAmmo");

	Params::FortWeapon_HasInfiniteAmmo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.IsProjectileWeapon
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeapon::IsProjectileWeapon() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "IsProjectileWeapon");

	Params::FortWeapon_IsProjectileWeapon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.IsReloading
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeapon::IsReloading() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "IsReloading");

	Params::FortWeapon_IsReloading Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeapon.IsSuppressed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeapon::IsSuppressed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeapon", "IsSuppressed");

	Params::FortWeapon_IsSuppressed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.AbortScopeFX
// (Event, Public, BlueprintEvent)

void AFortWeaponRanged::AbortScopeFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "AbortScopeFX");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.DeactivateBeamFX
// (Final, Native, Protected, BlueprintCallable)

void AFortWeaponRanged::DeactivateBeamFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "DeactivateBeamFX");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponRanged.ForceScopeFX
// (Event, Public, BlueprintEvent)

void AFortWeaponRanged::ForceScopeFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "ForceScopeFX");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.GetADSTransitionInTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeaponRanged::GetADSTransitionInTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "GetADSTransitionInTime");

	Params::FortWeaponRanged_GetADSTransitionInTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.GetADSTransitionOutTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeaponRanged::GetADSTransitionOutTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "GetADSTransitionOutTime");

	Params::FortWeaponRanged_GetADSTransitionOutTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.InitializeBeamFX
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         InBeamPSC                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeaponRanged::InitializeBeamFX(class UParticleSystemComponent* InBeamPSC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "InitializeBeamFX");

	Params::FortWeaponRanged_InitializeBeamFX Parms{};

	Parms.InBeamPSC = InBeamPSC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponRanged.OnFinishedCooling
// (Event, Protected, BlueprintEvent)

void AFortWeaponRanged::OnFinishedCooling()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnFinishedCooling");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.OnLocalFailedToFireWhenOverheated
// (Event, Protected, BlueprintEvent)

void AFortWeaponRanged::OnLocalFailedToFireWhenOverheated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnLocalFailedToFireWhenOverheated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.OnRep_OverheatState
// (Final, Native, Protected)
// Parameters:
// EFortWeaponOverheatState                PreviousOverheatState                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeaponRanged::OnRep_OverheatState(EFortWeaponOverheatState PreviousOverheatState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnRep_OverheatState");

	Params::FortWeaponRanged_OnRep_OverheatState Parms{};

	Parms.PreviousOverheatState = PreviousOverheatState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponRanged.OnSpawnProjectile
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AFortProjectileBase*              SpawnProjectile                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeaponRanged::OnSpawnProjectile(class AFortProjectileBase* SpawnProjectile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnSpawnProjectile");

	Params::FortWeaponRanged_OnSpawnProjectile Parms{};

	Parms.SpawnProjectile = SpawnProjectile;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWeaponRanged.OnStartCooling
// (Event, Protected, BlueprintEvent)

void AFortWeaponRanged::OnStartCooling()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnStartCooling");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.OnStartHeating
// (Event, Protected, BlueprintEvent)

void AFortWeaponRanged::OnStartHeating()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnStartHeating");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.OnStartOverheated
// (Event, Protected, BlueprintEvent)

void AFortWeaponRanged::OnStartOverheated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "OnStartOverheated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRanged.ShouldSpawnBulletShellFX
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::ShouldSpawnBulletShellFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "ShouldSpawnBulletShellFX");

	Params::FortWeaponRanged_ShouldSpawnBulletShellFX Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.TempHack_PlayOverheatedAnimation
// (Final, Native, Protected)

void AFortWeaponRanged::TempHack_PlayOverheatedAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "TempHack_PlayOverheatedAnimation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponRanged.GetCurrentOverheatValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeaponRanged::GetCurrentOverheatValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "GetCurrentOverheatValue");

	Params::FortWeaponRanged_GetCurrentOverheatValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.GetOverheatingMaxValue
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeaponRanged::GetOverheatingMaxValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "GetOverheatingMaxValue");

	Params::FortWeaponRanged_GetOverheatingMaxValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.GetTimeToNextFire
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortWeaponRanged::GetTimeToNextFire() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "GetTimeToNextFire");

	Params::FortWeaponRanged_GetTimeToNextFire Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.IsCachedIsProjectileWeapon
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::IsCachedIsProjectileWeapon() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "IsCachedIsProjectileWeapon");

	Params::FortWeaponRanged_IsCachedIsProjectileWeapon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.IsUsingFirstPersonCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::IsUsingFirstPersonCamera() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "IsUsingFirstPersonCamera");

	Params::FortWeaponRanged_IsUsingFirstPersonCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.IsUsingScope
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::IsUsingScope() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "IsUsingScope");

	Params::FortWeaponRanged_IsUsingScope Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.IsUsingScopeOrFirstPersonCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::IsUsingScopeOrFirstPersonCamera() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "IsUsingScopeOrFirstPersonCamera");

	Params::FortWeaponRanged_IsUsingScopeOrFirstPersonCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.ShouldDisplayAmmoCounter
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::ShouldDisplayAmmoCounter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "ShouldDisplayAmmoCounter");

	Params::FortWeaponRanged_ShouldDisplayAmmoCounter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.UseFirstPersonTargeting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::UseFirstPersonTargeting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "UseFirstPersonTargeting");

	Params::FortWeaponRanged_UseFirstPersonTargeting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.UseReducedAimAssist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::UseReducedAimAssist() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "UseReducedAimAssist");

	Params::FortWeaponRanged_UseReducedAimAssist Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRanged.UseScopeTargeting
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWeaponRanged::UseScopeTargeting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRanged", "UseScopeTargeting");

	Params::FortWeaponRanged_UseScopeTargeting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedDual.GetLastFireHand
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EDualWeaponHand                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EDualWeaponHand AFortWeaponRangedDual::GetLastFireHand() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedDual", "GetLastFireHand");

	Params::FortWeaponRangedDual_GetLastFireHand Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedDual.GetNextFireHand
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EDualWeaponHand                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EDualWeaponHand AFortWeaponRangedDual::GetNextFireHand() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedDual", "GetNextFireHand");

	Params::FortWeaponRangedDual_GetNextFireHand Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedDualForVehicle.OnHostVehicleSetup
// (Event, Public, BlueprintEvent)

void AFortWeaponRangedDualForVehicle::OnHostVehicleSetup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedDualForVehicle", "OnHostVehicleSetup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRangedDualFerret.GetCachedFerretVehicle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaFerretVehicle*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAthenaFerretVehicle* AFortWeaponRangedDualFerret::GetCachedFerretVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedDualFerret", "GetCachedFerretVehicle");

	Params::FortWeaponRangedDualFerret_GetCachedFerretVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAnimInstance.AnimNotify_LeftFootStep
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAnimInstance::AnimNotify_LeftFootStep(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimInstance", "AnimNotify_LeftFootStep");

	Params::FortAnimInstance_AnimNotify_LeftFootStep Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAnimInstance.AnimNotify_RightFootStep
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAnimInstance::AnimNotify_RightFootStep(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimInstance", "AnimNotify_RightFootStep");

	Params::FortAnimInstance_AnimNotify_RightFootStep Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAnimInstance.TryGetFortAIPawn
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIPawn* UFortAnimInstance::TryGetFortAIPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimInstance", "TryGetFortAIPawn");

	Params::FortAnimInstance_TryGetFortAIPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAnimInstance.TryGetFortPawn
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn* UFortAnimInstance::TryGetFortPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimInstance", "TryGetFortPawn");

	Params::FortAnimInstance_TryGetFortPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerAnimInstance.AnimNotify_PlayFireFX
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerAnimInstance::AnimNotify_PlayFireFX(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "AnimNotify_PlayFireFX");

	Params::FortPlayerAnimInstance_AnimNotify_PlayFireFX Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance.AnimNotify_PlaySecondaryFireFX
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerAnimInstance::AnimNotify_PlaySecondaryFireFX(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "AnimNotify_PlaySecondaryFireFX");

	Params::FortPlayerAnimInstance_AnimNotify_PlaySecondaryFireFX Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance.AnimNotify_SkydiveAdditiveEnd
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerAnimInstance::AnimNotify_SkydiveAdditiveEnd(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "AnimNotify_SkydiveAdditiveEnd");

	Params::FortPlayerAnimInstance_AnimNotify_SkydiveAdditiveEnd Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance.AnimNotify_StopFireFX
// (Final, Native, Public)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerAnimInstance::AnimNotify_StopFireFX(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "AnimNotify_StopFireFX");

	Params::FortPlayerAnimInstance_AnimNotify_StopFireFX Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance.HandleBeginSkydiving
// (Final, Native, Public)

void UFortPlayerAnimInstance::HandleBeginSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "HandleBeginSkydiving");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance.OnPlayMontageFromGameplayTagQuery
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayTagQuery                MatchingQuery                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontagePlaying                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerAnimInstance::OnPlayMontageFromGameplayTagQuery(const struct FGameplayTagQuery& MatchingQuery, class UAnimMontage* MontagePlaying)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "OnPlayMontageFromGameplayTagQuery");

	Params::FortPlayerAnimInstance_OnPlayMontageFromGameplayTagQuery Parms{};

	Parms.MatchingQuery = std::move(MatchingQuery);
	Parms.MontagePlaying = MontagePlaying;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerAnimInstance.GetCardinalDirectionFromAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Angle                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DeadZoneAngle                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCardinalDirection                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCardinalDirection UFortPlayerAnimInstance::GetCardinalDirectionFromAngle(float Angle, float DeadZoneAngle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "GetCardinalDirectionFromAngle");

	Params::FortPlayerAnimInstance_GetCardinalDirectionFromAngle Parms{};

	Parms.Angle = Angle;
	Parms.DeadZoneAngle = DeadZoneAngle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerAnimInstance.GetRelativeAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   MovementAngle                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCardinalDirection                  Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMirrorBackside                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortPlayerAnimInstance::GetRelativeAngle(float MovementAngle, EFortCardinalDirection Direction, bool bMirrorBackside) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance", "GetRelativeAngle");

	Params::FortPlayerAnimInstance_GetRelativeAngle Parms{};

	Parms.MovementAngle = MovementAngle;
	Parms.Direction = Direction;
	Parms.bMirrorBackside = bMirrorBackside;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.ConvertInvalidDirectionsToValidDirections
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<EFortEncounterDirection>         InvalidDirections                                      (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<EFortEncounterDirection>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<EFortEncounterDirection> AFortAIDirector::ConvertInvalidDirectionsToValidDirections(const TArray<EFortEncounterDirection>& InvalidDirections)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIDirector", "ConvertInvalidDirectionsToValidDirections");

	Params::FortAIDirector_ConvertInvalidDirectionsToValidDirections Parms{};

	Parms.InvalidDirections = std::move(InvalidDirections);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.GetEncounterDirectionFromVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          DirectionVector                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortEncounterDirection                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortEncounterDirection AFortAIDirector::GetEncounterDirectionFromVector(const struct FVector& DirectionVector)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIDirector", "GetEncounterDirectionFromVector");

	Params::FortAIDirector_GetEncounterDirectionFromVector Parms{};

	Parms.DirectionVector = std::move(DirectionVector);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.GetVectorFromEncounterDirection
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortEncounterDirection                 Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAIDirector::GetVectorFromEncounterDirection(EFortEncounterDirection Direction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIDirector", "GetVectorFromEncounterDirection");

	Params::FortAIDirector_GetVectorFromEncounterDirection Parms{};

	Parms.Direction = Direction;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.Activate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortAIDirector::Activate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "Activate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirector.Deactivate
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortAIDirector::Deactivate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "Deactivate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirector.GetNumPlayers
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAIDirector::GetNumPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "GetNumPlayers");

	Params::FortAIDirector_GetNumPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.OnDayPhaseChanged
// (Native, Public)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnDayPhaseChanged");

	Params::FortAIDirector_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirector.OnDirectorDeactivated
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortAIDirector::OnDirectorDeactivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnDirectorDeactivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIDirector.OnFadeStarted
// (Event, Public, BlueprintEvent)

void AFortAIDirector::OnFadeStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnFadeStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIDirector.OnPawnDied
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIPawn*                      KilledPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::OnPawnDied(class AFortAIPawn* KilledPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnPawnDied");

	Params::FortAIDirector_OnPawnDied Parms{};

	Parms.KilledPawn = KilledPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIDirector.OnPeakStarted
// (Event, Public, BlueprintEvent)

void AFortAIDirector::OnPeakStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnPeakStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIDirector.OnPlayerDied
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::OnPlayerDied(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnPlayerDied");

	Params::FortAIDirector_OnPlayerDied Parms{};

	Parms.PlayerPawn = PlayerPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIDirector.OnPlayerSpawn
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::OnPlayerSpawn(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnPlayerSpawn");

	Params::FortAIDirector_OnPlayerSpawn Parms{};

	Parms.PlayerPawn = PlayerPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIDirector.OnRampStarted
// (Event, Public, BlueprintEvent)

void AFortAIDirector::OnRampStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnRampStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIDirector.OnRestStarted
// (Event, Public, BlueprintEvent)

void AFortAIDirector::OnRestStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "OnRestStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIDirector.PostDayPhaseChanged
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::PostDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "PostDayPhaseChanged");

	Params::FortAIDirector_PostDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIDirector.ReceivePawnSpawned
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        SpawnedPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIDirector::ReceivePawnSpawned(class AFortPawn* SpawnedPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "ReceivePawnSpawned");

	Params::FortAIDirector_ReceivePawnSpawned Parms{};

	Parms.SpawnedPawn = SpawnedPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIDirector.RegisterPatrolWard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)

void AFortAIDirector::RegisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "RegisterPatrolWard");

	Params::FortAIDirector_RegisterPatrolWard Parms{};

	Parms.PatrolWard = PatrolWard;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirector.UnregisterPatrolWard
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortPatrolWardInterface>PatrolWard                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)

void AFortAIDirector::UnregisterPatrolWard(TScriptInterface<class IFortPatrolWardInterface> PatrolWard)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "UnregisterPatrolWard");

	Params::FortAIDirector_UnregisterPatrolWard Parms{};

	Parms.PatrolWard = PatrolWard;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirector.GetAmbientThreatEncounterSpawnLocations
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FVector>                  AmbientThreatEncounterSpawnLocations                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortAIDirector::GetAmbientThreatEncounterSpawnLocations(TArray<struct FVector>* AmbientThreatEncounterSpawnLocations) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "GetAmbientThreatEncounterSpawnLocations");

	Params::FortAIDirector_GetAmbientThreatEncounterSpawnLocations Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AmbientThreatEncounterSpawnLocations != nullptr)
		*AmbientThreatEncounterSpawnLocations = std::move(Parms.AmbientThreatEncounterSpawnLocations);
}


// Function FortniteGame.FortAIDirector.GetRiftsFromClosestActiveEncounterTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingRift*>            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class ABuildingRift*> AFortAIDirector::GetRiftsFromClosestActiveEncounterTo(class AActor* Target) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "GetRiftsFromClosestActiveEncounterTo");

	Params::FortAIDirector_GetRiftsFromClosestActiveEncounterTo Parms{};

	Parms.Target = Target;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsAnyActiveEncounterRelevantToDefender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortAIPawn*                      Defender                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsAnyActiveEncounterRelevantToDefender(class AFortAIPawn* Defender) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsAnyActiveEncounterRelevantToDefender");

	Params::FortAIDirector_IsAnyActiveEncounterRelevantToDefender Parms{};

	Parms.Defender = Defender;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsAnyActiveEncounterRelevantToPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsAnyActiveEncounterRelevantToPlayer(class AFortPlayerPawn* Player) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsAnyActiveEncounterRelevantToPlayer");

	Params::FortAIDirector_IsAnyActiveEncounterRelevantToPlayer Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsAnyAIRelevantToPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsAnyAIRelevantToPlayer(class AFortPlayerPawn* Player) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsAnyAIRelevantToPlayer");

	Params::FortAIDirector_IsAnyAIRelevantToPlayer Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsAnyEncounterGoalWithinDistanceOfPoint
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          Point                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Distance                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOnlyActiveEncounters                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsAnyEncounterGoalWithinDistanceOfPoint(const struct FVector& Point, float Distance, bool bOnlyActiveEncounters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsAnyEncounterGoalWithinDistanceOfPoint");

	Params::FortAIDirector_IsAnyEncounterGoalWithinDistanceOfPoint Parms{};

	Parms.Point = std::move(Point);
	Parms.Distance = Distance;
	Parms.bOnlyActiveEncounters = bOnlyActiveEncounters;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsLineTooCloseToPatrolWards
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          LineStart                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LineEnd                                                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsLineTooCloseToPatrolWards(const struct FVector& LineStart, const struct FVector& LineEnd) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsLineTooCloseToPatrolWards");

	Params::FortAIDirector_IsLineTooCloseToPatrolWards Parms{};

	Parms.LineStart = std::move(LineStart);
	Parms.LineEnd = std::move(LineEnd);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirector.IsPointTooCloseToPatrolWards
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          Point                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EWardAffectType                         WardEffectTypeFilter                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIDirector::IsPointTooCloseToPatrolWards(const struct FVector& Point, const EWardAffectType WardEffectTypeFilter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirector", "IsPointTooCloseToPatrolWards");

	Params::FortAIDirector_IsPointTooCloseToPatrolWards Parms{};

	Parms.Point = std::move(Point);
	Parms.WardEffectTypeFilter = WardEffectTypeFilter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.AddItemToQuickBars
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::AddItemToQuickBars(class UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "AddItemToQuickBars");

	Params::FortPlayerController_AddItemToQuickBars Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.QuickBarType = QuickBarType;
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.BP_FindItemInstancesFromDefinition
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*>                ItemArray                                              (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::BP_FindItemInstancesFromDefinition(const class UFortItemDefinition* ItemDefinition, TArray<class UFortItem*>& ItemArray)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "BP_FindItemInstancesFromDefinition");

	Params::FortPlayerController_BP_FindItemInstancesFromDefinition Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.ItemArray = std::move(ItemArray);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	ItemArray = std::move(Parms.ItemArray);
}


// Function FortniteGame.FortPlayerController.ChangeActiveVariantForCosmeticItem
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ItemTemplateToChange                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     VariantChannelToChange                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     DesiredActiveVariant                                   (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ChangeActiveVariantForCosmeticItem(class FName ItemTemplateToChange, const struct FGameplayTag& VariantChannelToChange, const struct FGameplayTag& DesiredActiveVariant)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ChangeActiveVariantForCosmeticItem");

	Params::FortPlayerController_ChangeActiveVariantForCosmeticItem Parms{};

	Parms.ItemTemplateToChange = ItemTemplateToChange;
	Parms.VariantChannelToChange = std::move(VariantChannelToChange);
	Parms.DesiredActiveVariant = std::move(DesiredActiveVariant);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.Cheat
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Msg                                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::Cheat(const class FString& Msg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Cheat");

	Params::FortPlayerController_Cheat Parms{};

	Parms.Msg = std::move(Msg);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.Cheat_ClearForcedCosmeticItems
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::Cheat_ClearForcedCosmeticItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Cheat_ClearForcedCosmeticItems");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.Cheat_ForceAthenaCosmeticItemInSlot
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class UFortAccountItemDefinition*       CosmeticItem                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaCustomizationCategory            Slot                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::Cheat_ForceAthenaCosmeticItemInSlot(class UFortAccountItemDefinition* CosmeticItem, EAthenaCustomizationCategory Slot, int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Cheat_ForceAthenaCosmeticItemInSlot");

	Params::FortPlayerController_Cheat_ForceAthenaCosmeticItemInSlot Parms{};

	Parms.CosmeticItem = CosmeticItem;
	Parms.Slot = Slot;
	Parms.Param_Index = Param_Index;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.Cheat_ForcePlayEmoteItem
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class UFortMontageItemDefinitionBase*   EmoteAsset                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::Cheat_ForcePlayEmoteItem(const class UFortMontageItemDefinitionBase* EmoteAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Cheat_ForcePlayEmoteItem");

	Params::FortPlayerController_Cheat_ForcePlayEmoteItem Parms{};

	Parms.EmoteAsset = EmoteAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.CheatAll
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Msg                                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::CheatAll(const class FString& Msg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "CheatAll");

	Params::FortPlayerController_CheatAll Parms{};

	Parms.Msg = std::move(Msg);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientActivateSlot
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// EFortQuickBars                          InQuickBar                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Slot                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ActivateDelay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUpdatePreviousFocusedSlot                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceExecution                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientActivateSlot(EFortQuickBars InQuickBar, int32 Slot, float ActivateDelay, bool bUpdatePreviousFocusedSlot, bool bForceExecution)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientActivateSlot");

	Params::FortPlayerController_ClientActivateSlot Parms{};

	Parms.InQuickBar = InQuickBar;
	Parms.Slot = Slot;
	Parms.ActivateDelay = ActivateDelay;
	Parms.bUpdatePreviousFocusedSlot = bUpdatePreviousFocusedSlot;
	Parms.bForceExecution = bForceExecution;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientAddHeroSpecialization
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// class UFortHeroSpecialization*          NewSpecialization                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientAddHeroSpecialization(const class UFortHeroSpecialization* NewSpecialization)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientAddHeroSpecialization");

	Params::FortPlayerController_ClientAddHeroSpecialization Parms{};

	Parms.NewSpecialization = NewSpecialization;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientAddScoreNumber
// (Net, Native, Event, Public, NetClient)
// Parameters:
// int32                                   Score                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStatCategory                           ScoreCategory                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector_NetQuantize              ScoreLocation                                          (ConstParm, Parm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bDisplayScoreOnPlayer                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientAddScoreNumber(int32 Score, EStatCategory ScoreCategory, const struct FVector_NetQuantize& ScoreLocation, bool bDisplayScoreOnPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientAddScoreNumber");

	Params::FortPlayerController_ClientAddScoreNumber Parms{};

	Parms.Score = Score;
	Parms.ScoreCategory = ScoreCategory;
	Parms.ScoreLocation = std::move(ScoreLocation);
	Parms.bDisplayScoreOnPlayer = bDisplayScoreOnPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientBotEnqueueCommand
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           CommandToEnqueue                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientBotEnqueueCommand(const class FString& CommandToEnqueue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientBotEnqueueCommand");

	Params::FortPlayerController_ClientBotEnqueueCommand Parms{};

	Parms.CommandToEnqueue = std::move(CommandToEnqueue);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientBotSetModuleToUse
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           PilotCategory                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           NewModule                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bResetNow                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientBotSetModuleToUse(const class FString& PilotCategory, const class FString& NewModule, bool bResetNow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientBotSetModuleToUse");

	Params::FortPlayerController_ClientBotSetModuleToUse Parms{};

	Parms.PilotCategory = std::move(PilotCategory);
	Parms.NewModule = std::move(NewModule);
	Parms.bResetNow = bResetNow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientCancelCrafting
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientCancelCrafting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientCancelCrafting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientCreateOrJoinChatRoom
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           ChatRoomId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientCreateOrJoinChatRoom(const class FString& ChatRoomId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientCreateOrJoinChatRoom");

	Params::FortPlayerController_ClientCreateOrJoinChatRoom Parms{};

	Parms.ChatRoomId = std::move(ChatRoomId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientEndAbilityWeapon
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientEndAbilityWeapon()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientEndAbilityWeapon");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientEquipItem
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FGuid                            ItemGuid                                               (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceExecution                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientEquipItem(const struct FGuid& ItemGuid, bool bForceExecution)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientEquipItem");

	Params::FortPlayerController_ClientEquipItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.bForceExecution = bForceExecution;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientExecuteInventoryItem
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Delay                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceExecute                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bActivateSlotAfterSettingFocused                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientExecuteInventoryItem(const struct FGuid& ItemGuid, float Delay, bool bForceExecute, bool bActivateSlotAfterSettingFocused)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientExecuteInventoryItem");

	Params::FortPlayerController_ClientExecuteInventoryItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.Delay = Delay;
	Parms.bForceExecute = bForceExecute;
	Parms.bActivateSlotAfterSettingFocused = bActivateSlotAfterSettingFocused;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientFailedToBeginEditingBuildingActor
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class ABuildingSMActor*                 BuildingActorToStopEditing                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientFailedToBeginEditingBuildingActor(class ABuildingSMActor* BuildingActorToStopEditing)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientFailedToBeginEditingBuildingActor");

	Params::FortPlayerController_ClientFailedToBeginEditingBuildingActor Parms{};

	Parms.BuildingActorToStopEditing = BuildingActorToStopEditing;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientFinishedInteractionInZone
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientFinishedInteractionInZone()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientFinishedInteractionInZone");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientForceCancelBuildingTool
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientForceCancelBuildingTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientForceCancelBuildingTool");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientForceProfileQuery
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientForceProfileQuery()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientForceProfileQuery");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientForceUpdateQuickbar
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// EFortQuickBars                          QuickbarToRefresh                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientForceUpdateQuickbar(EFortQuickBars QuickbarToRefresh)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientForceUpdateQuickbar");

	Params::FortPlayerController_ClientForceUpdateQuickbar Parms{};

	Parms.QuickbarToRefresh = QuickbarToRefresh;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientGivePlayerLocalAccountItem
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class UFortAccountItemDefinition*       ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientGivePlayerLocalAccountItem(class UFortAccountItemDefinition* ItemDefinition, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientGivePlayerLocalAccountItem");

	Params::FortPlayerController_ClientGivePlayerLocalAccountItem Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientJoinConsoleSession
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// class FString                           ConsoleSession                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientJoinConsoleSession(const class FString& ConsoleSession)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientJoinConsoleSession");

	Params::FortPlayerController_ClientJoinConsoleSession Parms{};

	Parms.ConsoleSession = std::move(ConsoleSession);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientOnGenericPlayerInitialization
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientOnGenericPlayerInitialization()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientOnGenericPlayerInitialization");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientOpenChoiceUI
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FChoiceData                      ChoiceItems                                            (Parm, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientOpenChoiceUI(const struct FChoiceData& ChoiceItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientOpenChoiceUI");

	Params::FortPlayerController_ClientOpenChoiceUI Parms{};

	Parms.ChoiceItems = std::move(ChoiceItems);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientPingMinimap
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                          WorldLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     PingColor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientPingMinimap");

	Params::FortPlayerController_ClientPingMinimap Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.PingColor = std::move(PingColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientReadyCheckComplete
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// bool                                    bPassed                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientReadyCheckComplete(bool bPassed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientReadyCheckComplete");

	Params::FortPlayerController_ClientReadyCheckComplete Parms{};

	Parms.bPassed = bPassed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientReceivedAttributeSources
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FGameplayAttribute               Attribute                                              (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilitySystemComponent*      AbilitySystemComponent                                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FAttributeModifierInfo>   Sources                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientReceivedAttributeSources(const struct FGameplayAttribute& Attribute, class UFortAbilitySystemComponent* AbilitySystemComponent, const TArray<struct FAttributeModifierInfo>& Sources)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientReceivedAttributeSources");

	Params::FortPlayerController_ClientReceivedAttributeSources Parms{};

	Parms.Attribute = std::move(Attribute);
	Parms.AbilitySystemComponent = AbilitySystemComponent;
	Parms.Sources = std::move(Sources);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientReceivePresetTeamChat
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FText                             ChatText                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 SenderID                                               (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientReceivePresetTeamChat(const class FText& ChatText, const struct FUniqueNetIdRepl& SenderID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientReceivePresetTeamChat");

	Params::FortPlayerController_ClientReceivePresetTeamChat Parms{};

	Parms.ChatText = std::move(ChatText);
	Parms.SenderID = std::move(SenderID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientRefreshPlayerList
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientRefreshPlayerList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientRefreshPlayerList");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientRegisterWithParty
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientRegisterWithParty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientRegisterWithParty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientReportDamagedResourceBuilding
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class ABuildingSMActor*                 BuildingSMActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       PotentialResourceType                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PotentialResourceCount                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDestroyed                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bJustHitWeakspot                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientReportDamagedResourceBuilding(class ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int32 PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientReportDamagedResourceBuilding");

	Params::FortPlayerController_ClientReportDamagedResourceBuilding Parms{};

	Parms.BuildingSMActor = BuildingSMActor;
	Parms.PotentialResourceType = PotentialResourceType;
	Parms.PotentialResourceCount = PotentialResourceCount;
	Parms.bDestroyed = bDestroyed;
	Parms.bJustHitWeakspot = bJustHitWeakspot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientRequestReadyCheck
// (Net, NetReliable, Native, Event, Public, NetClient, NetValidate)
// Parameters:
// class FText                             QueryText                                              (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             YesText                                                (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             NoText                                                 (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientRequestReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientRequestReadyCheck");

	Params::FortPlayerController_ClientRequestReadyCheck Parms{};

	Parms.QueryText = std::move(QueryText);
	Parms.YesText = std::move(YesText);
	Parms.NoText = std::move(NoText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSendConfirmationMessage
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FText                             ConfirmationMessage                                    (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bClientQuitAfterMessage                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSendConfirmationMessage(const class FText& ConfirmationMessage, bool bClientQuitAfterMessage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSendConfirmationMessage");

	Params::FortPlayerController_ClientSendConfirmationMessage Parms{};

	Parms.ConfirmationMessage = std::move(ConfirmationMessage);
	Parms.bClientQuitAfterMessage = bClientQuitAfterMessage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSendMessage
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class FText                             MESSAGE                                                (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// class USoundBase*                       StartSound                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSendMessage(const class FText& MESSAGE, class USoundBase* StartSound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSendMessage");

	Params::FortPlayerController_ClientSendMessage Parms{};

	Parms.MESSAGE = std::move(MESSAGE);
	Parms.StartSound = StartSound;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSetActionMappingEnabled
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class FName                             ActionName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSetActionMappingEnabled(class FName ActionName, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSetActionMappingEnabled");

	Params::FortPlayerController_ClientSetActionMappingEnabled Parms{};

	Parms.ActionName = ActionName;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSetInviteFlags
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FJoinabilitySettings             Settings                                               (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSetInviteFlags(const struct FJoinabilitySettings& Settings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSetInviteFlags");

	Params::FortPlayerController_ClientSetInviteFlags Parms{};

	Parms.Settings = std::move(Settings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSetSpectatorCamera
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                          CameraLocation                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         CameraRotation                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSetSpectatorCamera(const struct FVector& CameraLocation, const struct FRotator& CameraRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSetSpectatorCamera");

	Params::FortPlayerController_ClientSetSpectatorCamera Parms{};

	Parms.CameraLocation = std::move(CameraLocation);
	Parms.CameraRotation = std::move(CameraRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSideEditPredictionTimedOut
// (Final, Native, Protected)

void AFortPlayerController::ClientSideEditPredictionTimedOut()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSideEditPredictionTimedOut");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSpawnWeakSpotOnBuildingActor
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FBuildingWeakSpotData            ReplicatedWeakSpotData                                 (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSpawnWeakSpotOnBuildingActor(const struct FBuildingWeakSpotData& ReplicatedWeakSpotData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSpawnWeakSpotOnBuildingActor");

	Params::FortPlayerController_ClientSpawnWeakSpotOnBuildingActor Parms{};

	Parms.ReplicatedWeakSpotData = std::move(ReplicatedWeakSpotData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientStayWithParty
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                                    bStayWithParty                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientStayWithParty(bool bStayWithParty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientStayWithParty");

	Params::FortPlayerController_ClientStayWithParty Parms{};

	Parms.bStayWithParty = bStayWithParty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientStopUIFeedbackEvent
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FName                             EventName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientStopUIFeedbackEvent(class FName EventName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientStopUIFeedbackEvent");

	Params::FortPlayerController_ClientStopUIFeedbackEvent Parms{};

	Parms.EventName = EventName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientSwapQuickBarFocus
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// EFortQuickBars                          InQuickBar                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotOverride                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceExecution                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientSwapQuickBarFocus(EFortQuickBars InQuickBar, int32 SlotOverride, bool bForceExecution)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientSwapQuickBarFocus");

	Params::FortPlayerController_ClientSwapQuickBarFocus Parms{};

	Parms.InQuickBar = InQuickBar;
	Parms.SlotOverride = SlotOverride;
	Parms.bForceExecution = bForceExecution;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientTriggerUIFeedbackEvent
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FName                             EventName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientTriggerUIFeedbackEvent(class FName EventName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientTriggerUIFeedbackEvent");

	Params::FortPlayerController_ClientTriggerUIFeedbackEvent Parms{};

	Parms.EventName = EventName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientUpdatePlayerList
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerController::ClientUpdatePlayerList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientUpdatePlayerList");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientUpdateQuickBarRecordsCache
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FQuickBar                        PrimaryQuickBarRecord                                  (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FQuickBar                        SecondaryQuickBarRecord                                (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientUpdateQuickBarRecordsCache(const struct FQuickBar& PrimaryQuickBarRecord, const struct FQuickBar& SecondaryQuickBarRecord)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientUpdateQuickBarRecordsCache");

	Params::FortPlayerController_ClientUpdateQuickBarRecordsCache Parms{};

	Parms.PrimaryQuickBarRecord = std::move(PrimaryQuickBarRecord);
	Parms.SecondaryQuickBarRecord = std::move(SecondaryQuickBarRecord);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientUpdateRichPresence
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// ERichPresenceStateChange                RichPresenceChange                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImportant                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ClientUpdateRichPresence(ERichPresenceStateChange RichPresenceChange, bool bImportant)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientUpdateRichPresence");

	Params::FortPlayerController_ClientUpdateRichPresence Parms{};

	Parms.RichPresenceChange = RichPresenceChange;
	Parms.bImportant = bImportant;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ClientUpdateServerOnPlayerChangedBuildMode
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)

void AFortPlayerController::ClientUpdateServerOnPlayerChangedBuildMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ClientUpdateServerOnPlayerChangedBuildMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.DeployDefender
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingTrapDefender*            DefenderTrap                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDefenderItem*                DefenderItem                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             DefenderSquadId                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        WeaponItem                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmmoQuantity                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::DeployDefender(class ABuildingTrapDefender* DefenderTrap, const class UFortDefenderItem* DefenderItem, const class FName& DefenderSquadId, const class UFortItem* WeaponItem, const int32 AmmoQuantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "DeployDefender");

	Params::FortPlayerController_DeployDefender Parms{};

	Parms.DefenderTrap = DefenderTrap;
	Parms.DefenderItem = DefenderItem;
	Parms.DefenderSquadId = DefenderSquadId;
	Parms.WeaponItem = WeaponItem;
	Parms.AmmoQuantity = AmmoQuantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.DropAllItems
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              IgnoreItemDef                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIgnoreBuildingMaterials                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::DropAllItems(const class UFortItemDefinition* IgnoreItemDef, bool bIgnoreBuildingMaterials)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "DropAllItems");

	Params::FortPlayerController_DropAllItems Parms{};

	Parms.IgnoreItemDef = IgnoreItemDef;
	Parms.bIgnoreBuildingMaterials = bIgnoreBuildingMaterials;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.DropSpecificItem
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              DropItemDef                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::DropSpecificItem(const class UFortItemDefinition* DropItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "DropSpecificItem");

	Params::FortPlayerController_DropSpecificItem Parms{};

	Parms.DropItemDef = DropItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.Emote
// (Exec, Native, Public, HasOutParams)
// Parameters:
// class FName                             AssetName                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::Emote(const class FName& AssetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Emote");

	Params::FortPlayerController_Emote Parms{};

	Parms.AssetName = AssetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.FixupInteractionWidgetsOnUnzoom
// (Final, Native, Protected, BlueprintCallable)

void AFortPlayerController::FixupInteractionWidgetsOnUnzoom()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "FixupInteractionWidgetsOnUnzoom");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ForceCancelBuildingTool
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortPlayerController::ForceCancelBuildingTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ForceCancelBuildingTool");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.FortClientPlaySound
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class USoundBase*                       Sound                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeMultiplier                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::FortClientPlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "FortClientPlaySound");

	Params::FortPlayerController_FortClientPlaySound Parms{};

	Parms.Sound = Sound;
	Parms.VolumeMultiplier = VolumeMultiplier;
	Parms.PitchMultiplier = PitchMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.FortClientPlaySoundAtLocation
// (Net, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// class USoundBase*                       Sound                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeMultiplier                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::FortClientPlaySoundAtLocation(class USoundBase* Sound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "FortClientPlaySoundAtLocation");

	Params::FortPlayerController_FortClientPlaySoundAtLocation Parms{};

	Parms.Sound = Sound;
	Parms.Location = std::move(Location);
	Parms.VolumeMultiplier = VolumeMultiplier;
	Parms.PitchMultiplier = PitchMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.GetAIDirectorDataManager
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIDirectorDataManager*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIDirectorDataManager* AFortPlayerController::GetAIDirectorDataManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetAIDirectorDataManager");

	Params::FortPlayerController_GetAIDirectorDataManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetAtNameHomeBaseScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::GetAtNameHomeBaseScreen()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetAtNameHomeBaseScreen");

	Params::FortPlayerController_GetAtNameHomeBaseScreen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetItemInQuickbarSlot
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* AFortPlayerController::GetItemInQuickbarSlot(EFortQuickBars QuickBarType, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetItemInQuickbarSlot");

	Params::FortPlayerController_GetItemInQuickbarSlot Parms{};

	Parms.QuickBarType = QuickBarType;
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetItemNumInStackByGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerController::GetItemNumInStackByGuid(const struct FGuid& ItemGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetItemNumInStackByGuid");

	Params::FortPlayerController_GetItemNumInStackByGuid Parms{};

	Parms.ItemGuid = std::move(ItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetNumQuickbarSlots
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerController::GetNumQuickbarSlots(EFortQuickBars QuickBarType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetNumQuickbarSlots");

	Params::FortPlayerController_GetNumQuickbarSlots Parms{};

	Parms.QuickBarType = QuickBarType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetRandomDefaultAthenaCharacterDefinition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMcpProfileAthena*            McpAthenaProfile                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAthenaCharacterItemDefinition*   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaCharacterItemDefinition* AFortPlayerController::GetRandomDefaultAthenaCharacterDefinition(class UFortMcpProfileAthena* McpAthenaProfile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetRandomDefaultAthenaCharacterDefinition");

	Params::FortPlayerController_GetRandomDefaultAthenaCharacterDefinition Parms{};

	Parms.McpAthenaProfile = McpAthenaProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GivePlayerAmmo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   AmmoCount                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::GivePlayerAmmo(int32 AmmoCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GivePlayerAmmo");

	Params::FortPlayerController_GivePlayerAmmo Parms{};

	Parms.AmmoCount = AmmoCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.HandleHeroTypeReplicated
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::HandleHeroTypeReplicated(const struct FUniqueNetIdRepl& UniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HandleHeroTypeReplicated");

	Params::FortPlayerController_HandleHeroTypeReplicated Parms{};

	Parms.UniqueId = std::move(UniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.HandleOutpostInventoryLocalUpdate
// (Final, Native, Public)

void AFortPlayerController::HandleOutpostInventoryLocalUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HandleOutpostInventoryLocalUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.HandleQuickBarChanged
// (Final, Native, Protected, HasOutParams)
// Parameters:
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<int32>                           Slots                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::HandleQuickBarChanged(EFortQuickBars QuickBarType, const TArray<int32>& Slots)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HandleQuickBarChanged");

	Params::FortPlayerController_HandleQuickBarChanged Parms{};

	Parms.QuickBarType = QuickBarType;
	Parms.Slots = std::move(Slots);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.HandleWorldInventoryLocalUpdate
// (Native, Public)

void AFortPlayerController::HandleWorldInventoryLocalUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HandleWorldInventoryLocalUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.HideFullScreenMap
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerController::HideFullScreenMap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HideFullScreenMap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.K2_GetInteractResponse
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortInteractContextInfo*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortInteractContextInfo* AFortPlayerController::K2_GetInteractResponse()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "K2_GetInteractResponse");

	Params::FortPlayerController_K2_GetInteractResponse Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.LocalOnBlueprintEdit
// (Final, Native, Protected)
// Parameters:
// class ABuildingSMActor*                 EditedActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::LocalOnBlueprintEdit(class ABuildingSMActor* EditedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "LocalOnBlueprintEdit");

	Params::FortPlayerController_LocalOnBlueprintEdit Parms{};

	Parms.EditedActor = EditedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.LocalOnUiChoiceCompleted
// (Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ChosenItem                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MenuIdentifier                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::LocalOnUiChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "LocalOnUiChoiceCompleted");

	Params::FortPlayerController_LocalOnUiChoiceCompleted Parms{};

	Parms.ChosenItem = ChosenItem;
	Parms.MenuIdentifier = MenuIdentifier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.LocalOverrideBuildMode
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor>     InBuildingClass                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          BuildingOverrideDistance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface*               PreviewMaterial                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NewScale                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         NewRotation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerController::LocalOverrideBuildMode(bool bVisible, TSubclassOf<class ABuildingSMActor> InBuildingClass, const struct FVector& BuildingOverrideDistance, class UMaterialInterface* PreviewMaterial, const struct FVector& NewScale, const struct FRotator& NewRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "LocalOverrideBuildMode");

	Params::FortPlayerController_LocalOverrideBuildMode Parms{};

	Parms.bVisible = bVisible;
	Parms.InBuildingClass = InBuildingClass;
	Parms.BuildingOverrideDistance = std::move(BuildingOverrideDistance);
	Parms.PreviewMaterial = PreviewMaterial;
	Parms.NewScale = std::move(NewScale);
	Parms.NewRotation = std::move(NewRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.LocalPlayForceFeedback
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*             ForceFeedbackEffect                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLooping                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::LocalPlayForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, bool bLooping, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "LocalPlayForceFeedback");

	Params::FortPlayerController_LocalPlayForceFeedback Parms{};

	Parms.ForceFeedbackEffect = ForceFeedbackEffect;
	Parms.bLooping = bLooping;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.LocalStopForceFeedback
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UForceFeedbackEffect*             ForceFeedbackEffect                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::LocalStopForceFeedback(class UForceFeedbackEffect* ForceFeedbackEffect, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "LocalStopForceFeedback");

	Params::FortPlayerController_LocalStopForceFeedback Parms{};

	Parms.ForceFeedbackEffect = ForceFeedbackEffect;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ModifyStat
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             StatName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStatMod                                ModType                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceStatSave                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ModifyStat(class FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ModifyStat");

	Params::FortPlayerController_ModifyStat Parms{};

	Parms.StatName = StatName;
	Parms.Amount = Amount;
	Parms.ModType = ModType;
	Parms.bForceStatSave = bForceStatSave;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.MutePlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::MutePlayer(const struct FUniqueNetIdRepl& UniqueNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "MutePlayer");

	Params::FortPlayerController_MutePlayer Parms{};

	Parms.UniqueNetId = std::move(UniqueNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnDisplayHitMarker
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayTagContainer            HitTags                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortDamageZone                         Zone                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::OnDisplayHitMarker(const struct FGameplayTagContainer& HitTags, EFortDamageZone Zone)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnDisplayHitMarker");

	Params::FortPlayerController_OnDisplayHitMarker Parms{};

	Parms.HitTags = std::move(HitTags);
	Parms.Zone = Zone;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerController.OnEnterVolume
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::OnEnterVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnEnterVolume");

	Params::FortPlayerController_OnEnterVolume Parms{};

	Parms.Volume = Volume;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerController.OnLeaveVolume
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::OnLeaveVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnLeaveVolume");

	Params::FortPlayerController_OnLeaveVolume Parms{};

	Parms.Volume = Volume;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerController.OnLocalInteraction
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           ReceivingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::OnLocalInteraction(class AActor* ReceivingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnLocalInteraction");

	Params::FortPlayerController_OnLocalInteraction Parms{};

	Parms.ReceivingActor = ReceivingActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerController.OnMinigameVolumeStateChanged
// (Native, Public)
// Parameters:
// EVolumeState                            NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::OnMinigameVolumeStateChanged(EVolumeState NewState, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnMinigameVolumeStateChanged");

	Params::FortPlayerController_OnMinigameVolumeStateChanged Parms{};

	Parms.NewState = NewState;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_bHasServerFinishedLoading
// (Final, Native, Protected)

void AFortPlayerController::OnRep_bHasServerFinishedLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_bHasServerFinishedLoading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_CheatMovement
// (Final, Native, Protected)

void AFortPlayerController::OnRep_CheatMovement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_CheatMovement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_CombatManager
// (Final, Native, Protected)

void AFortPlayerController::OnRep_CombatManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_CombatManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_DelayedQuickBarActions
// (Final, Native, Private)

void AFortPlayerController::OnRep_DelayedQuickBarActions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_DelayedQuickBarActions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_IntensityGraphInfo
// (Final, Native, Public)

void AFortPlayerController::OnRep_IntensityGraphInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_IntensityGraphInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_LatestRewardReport
// (Final, Native, Protected)

void AFortPlayerController::OnRep_LatestRewardReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_LatestRewardReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_PIDContributionsGraphInfo
// (Final, Native, Public)

void AFortPlayerController::OnRep_PIDContributionsGraphInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_PIDContributionsGraphInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_PIDValuesGraphInfo
// (Final, Native, Public)

void AFortPlayerController::OnRep_PIDValuesGraphInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_PIDValuesGraphInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_PinnedSchematics
// (Native, Protected)

void AFortPlayerController::OnRep_PinnedSchematics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_PinnedSchematics");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_UpdatedObjectiveStats
// (Final, Native, Protected)

void AFortPlayerController::OnRep_UpdatedObjectiveStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_UpdatedObjectiveStats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OnRep_UpdatedUnsavedPrimaryMissionProgress
// (Final, Native, Protected)

void AFortPlayerController::OnRep_UpdatedUnsavedPrimaryMissionProgress()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OnRep_UpdatedUnsavedPrimaryMissionProgress");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OpenChoiceUI
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FChoiceData                      ChoiceData                                             (Parm, NativeAccessSpecifierPublic)

void AFortPlayerController::OpenChoiceUI(const struct FChoiceData& ChoiceData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OpenChoiceUI");

	Params::FortPlayerController_OpenChoiceUI Parms{};

	Parms.ChoiceData = std::move(ChoiceData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.OpenVoteDialog
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerController::OpenVoteDialog()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OpenVoteDialog");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PlayEmoteItem
// (Exec, Native, Public)
// Parameters:
// class UFortMontageItemDefinitionBase*   EmoteAsset                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::PlayEmoteItem(const class UFortMontageItemDefinitionBase* EmoteAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PlayEmoteItem");

	Params::FortPlayerController_PlayEmoteItem Parms{};

	Parms.EmoteAsset = EmoteAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PlaySpatialSound
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class USoundBase*                       Sound                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::PlaySpatialSound(class USoundBase* Sound, const struct FVector& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PlaySpatialSound");

	Params::FortPlayerController_PlaySpatialSound Parms{};

	Parms.Sound = Sound;
	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PostHeroStatCollectionBookProgressMade
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   LevelReached                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::PostHeroStatCollectionBookProgressMade(int32 LevelReached)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PostHeroStatCollectionBookProgressMade");

	Params::FortPlayerController_PostHeroStatCollectionBookProgressMade Parms{};

	Parms.LevelReached = LevelReached;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PostHeroStatMissionCompleted
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   DifficultyRating                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::PostHeroStatMissionCompleted(int32 DifficultyRating)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PostHeroStatMissionCompleted");

	Params::FortPlayerController_PostHeroStatMissionCompleted Parms{};

	Parms.DifficultyRating = DifficultyRating;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PostHeroStatSkillPointsEarned
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumSkillPoints                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::PostHeroStatSkillPointsEarned(int32 NumSkillPoints)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PostHeroStatSkillPointsEarned");

	Params::FortPlayerController_PostHeroStatSkillPointsEarned Parms{};

	Parms.NumSkillPoints = NumSkillPoints;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PreparePlayerForDisplay
// (Native, Public, BlueprintCallable)

void AFortPlayerController::PreparePlayerForDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PreparePlayerForDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PrintDebugInfo
// (Exec, Native, Public)

void AFortPlayerController::PrintDebugInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PrintDebugInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.PrintEventInfo
// (Final, Exec, Native, Public)

void AFortPlayerController::PrintEventInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "PrintEventInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.RemoveItemFromQuickBars
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::RemoveItemFromQuickBars(class UFortItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "RemoveItemFromQuickBars");

	Params::FortPlayerController_RemoveItemFromQuickBars Parms{};

	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ResetInputRotationScale
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerController::ResetInputRotationScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ResetInputRotationScale");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ReturnToMainMenu
// (Native, Public, BlueprintCallable)

void AFortPlayerController::ReturnToMainMenu()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ReturnToMainMenu");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SendMessage
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FText                             MESSAGE                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::SendMessage(const class FText& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SendMessage");

	Params::FortPlayerController_SendMessage Parms{};

	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAcknowledgeDelayedQuickBarAction
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// TArray<uint16>                          ProcessedActionIds                                     (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAcknowledgeDelayedQuickBarAction(const TArray<uint16>& ProcessedActionIds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAcknowledgeDelayedQuickBarAction");

	Params::FortPlayerController_ServerAcknowledgeDelayedQuickBarAction Parms{};

	Parms.ProcessedActionIds = std::move(ProcessedActionIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAddPawnMovementInput
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AFortPawn*                        InChar                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WorldDirection                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ScaleValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForce                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAddPawnMovementInput(class AFortPawn* InChar, const struct FVector& WorldDirection, float ScaleValue, bool bForce)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAddPawnMovementInput");

	Params::FortPlayerController_ServerAddPawnMovementInput Parms{};

	Parms.InChar = InChar;
	Parms.WorldDirection = std::move(WorldDirection);
	Parms.ScaleValue = ScaleValue;
	Parms.bForce = bForce;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAnnouncementStoppedOnClient
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            AnnouncementID                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAnnouncementStoppedOnClient(const struct FGuid& AnnouncementID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAnnouncementStoppedOnClient");

	Params::FortPlayerController_ServerAnnouncementStoppedOnClient Parms{};

	Parms.AnnouncementID = std::move(AnnouncementID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAttemptInteract
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor*                           ReceivingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              InteractComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETInteractionType                       InteractType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          OptionalObjectData                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAttemptInteract(class AActor* ReceivingActor, class UPrimitiveComponent* InteractComponent, ETInteractionType InteractType, class UObject* OptionalObjectData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAttemptInteract");

	Params::FortPlayerController_ServerAttemptInteract Parms{};

	Parms.ReceivingActor = ReceivingActor;
	Parms.InteractComponent = InteractComponent;
	Parms.InteractType = InteractType;
	Parms.OptionalObjectData = OptionalObjectData;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAttemptInventoryDrop
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAttemptInventoryDrop(const struct FGuid& ItemGuid, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAttemptInventoryDrop");

	Params::FortPlayerController_ServerAttemptInventoryDrop Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAttemptPinSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           ItemId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSave                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAttemptPinSchematic(const class FString& ItemId, bool bSave)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAttemptPinSchematic");

	Params::FortPlayerController_ServerAttemptPinSchematic Parms{};

	Parms.ItemId = std::move(ItemId);
	Parms.bSave = bSave;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerAttemptUnpinSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           ItemId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSave                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerAttemptUnpinSchematic(const class FString& ItemId, bool bSave)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerAttemptUnpinSchematic");

	Params::FortPlayerController_ServerAttemptUnpinSchematic Parms{};

	Parms.ItemId = std::move(ItemId);
	Parms.bSave = bSave;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerBeginEditingBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor*                 BuildingActorToEdit                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerBeginEditingBuildingActor(class ABuildingSMActor* BuildingActorToEdit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerBeginEditingBuildingActor");

	Params::FortPlayerController_ServerBeginEditingBuildingActor Parms{};

	Parms.BuildingActorToEdit = BuildingActorToEdit;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerBroadcastPlayerChangedBuildMode
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bIsInBuildMode                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerBroadcastPlayerChangedBuildMode(bool bIsInBuildMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerBroadcastPlayerChangedBuildMode");

	Params::FortPlayerController_ServerBroadcastPlayerChangedBuildMode Parms{};

	Parms.bIsInBuildMode = bIsInBuildMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerBroadcastUIFeedbackEvent
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FName                             EventName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerBroadcastUIFeedbackEvent(class FName EventName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerBroadcastUIFeedbackEvent");

	Params::FortPlayerController_ServerBroadcastUIFeedbackEvent Parms{};

	Parms.EventName = EventName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCheat
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           Msg                                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerCheat(const class FString& Msg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCheat");

	Params::FortPlayerController_ServerCheat Parms{};

	Parms.Msg = std::move(Msg);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCheatAll
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           Msg                                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerCheatAll(const class FString& Msg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCheatAll");

	Params::FortPlayerController_ServerCheatAll Parms{};

	Parms.Msg = std::move(Msg);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerClientPawnLoaded
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bIsPawnLoaded                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerClientPawnLoaded(bool bIsPawnLoaded)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerClientPawnLoaded");

	Params::FortPlayerController_ServerClientPawnLoaded Parms{};

	Parms.bIsPawnLoaded = bIsPawnLoaded;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCombineInventoryItems
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            TargetItemGuid                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            SourceItemGuid                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerCombineInventoryItems(const struct FGuid& TargetItemGuid, const struct FGuid& SourceItemGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCombineInventoryItems");

	Params::FortPlayerController_ServerCombineInventoryItems Parms{};

	Parms.TargetItemGuid = std::move(TargetItemGuid);
	Parms.SourceItemGuid = std::move(SourceItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCraftSchematic
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           ItemId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PostCraftSlot                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CraftAmount                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortItemTier                           RequestedTier                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsQuickCrafted                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerCraftSchematic(const class FString& ItemId, int32 PostCraftSlot, int32 CraftAmount, EFortItemTier RequestedTier, bool bIsQuickCrafted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCraftSchematic");

	Params::FortPlayerController_ServerCraftSchematic Parms{};

	Parms.ItemId = std::move(ItemId);
	Parms.PostCraftSlot = PostCraftSlot;
	Parms.CraftAmount = CraftAmount;
	Parms.RequestedTier = RequestedTier;
	Parms.bIsQuickCrafted = bIsQuickCrafted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCreateAIDirectorDataManager
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerCreateAIDirectorDataManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCreateAIDirectorDataManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCreateBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FBuildingClassData               BuildingClassData                                      (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector_NetQuantize10            BuildLoc                                               (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         BuildRot                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SyncKey                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerCreateBuildingActor(const struct FBuildingClassData& BuildingClassData, const struct FVector_NetQuantize10& BuildLoc, const struct FRotator& BuildRot, bool bMirrored, float SyncKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCreateBuildingActor");

	Params::FortPlayerController_ServerCreateBuildingActor Parms{};

	Parms.BuildingClassData = std::move(BuildingClassData);
	Parms.BuildLoc = std::move(BuildLoc);
	Parms.BuildRot = std::move(BuildRot);
	Parms.bMirrored = bMirrored;
	Parms.SyncKey = SyncKey;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerCreateCombatManager
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerCreateCombatManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerCreateCombatManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerDeployDefender
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// class ABuildingTrapDefender*            DefenderTrap                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SelectedItemInstanceId                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             DefenderSquadId                                        (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            WeaponToGiveGuid                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmmoQuantity                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerDeployDefender(class ABuildingTrapDefender* DefenderTrap, const class FString& SelectedItemInstanceId, const class FName& DefenderSquadId, const struct FGuid& WeaponToGiveGuid, const int32 AmmoQuantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerDeployDefender");

	Params::FortPlayerController_ServerDeployDefender Parms{};

	Parms.DefenderTrap = DefenderTrap;
	Parms.SelectedItemInstanceId = std::move(SelectedItemInstanceId);
	Parms.DefenderSquadId = DefenderSquadId;
	Parms.WeaponToGiveGuid = std::move(WeaponToGiveGuid);
	Parms.AmmoQuantity = AmmoQuantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerDisassembleInventoryItems
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// TArray<struct FGuid>                    ItemGuids                                              (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           ItemCounts                                             (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerDisassembleInventoryItems(const TArray<struct FGuid>& ItemGuids, const TArray<int32>& ItemCounts)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerDisassembleInventoryItems");

	Params::FortPlayerController_ServerDisassembleInventoryItems Parms{};

	Parms.ItemGuids = std::move(ItemGuids);
	Parms.ItemCounts = std::move(ItemCounts);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerDropAllItems
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class UFortItemDefinition*              IgnoreItemDef                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerDropAllItems(const class UFortItemDefinition* IgnoreItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerDropAllItems");

	Params::FortPlayerController_ServerDropAllItems Parms{};

	Parms.IgnoreItemDef = IgnoreItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerDropCarriedObject
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerDropCarriedObject()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerDropCarriedObject");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerEditBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor*                 BuildingActorToEdit                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor>     NewBuildingClass                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RotationIterations                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerEditBuildingActor(class ABuildingSMActor* BuildingActorToEdit, TSubclassOf<class ABuildingSMActor> NewBuildingClass, int32 RotationIterations, bool bMirrored)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerEditBuildingActor");

	Params::FortPlayerController_ServerEditBuildingActor Parms{};

	Parms.BuildingActorToEdit = BuildingActorToEdit;
	Parms.NewBuildingClass = NewBuildingClass;
	Parms.RotationIterations = RotationIterations;
	Parms.bMirrored = bMirrored;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerEmote
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FName                             AssetName                                              (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerEmote(const class FName& AssetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerEmote");

	Params::FortPlayerController_ServerEmote Parms{};

	Parms.AssetName = AssetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerEndEditingBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor*                 BuildingActorToStopEditing                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerEndEditingBuildingActor(class ABuildingSMActor* BuildingActorToStopEditing)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerEndEditingBuildingActor");

	Params::FortPlayerController_ServerEndEditingBuildingActor Parms{};

	Parms.BuildingActorToStopEditing = BuildingActorToStopEditing;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerExecuteInventoryItem
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerExecuteInventoryItem(const struct FGuid& ItemGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerExecuteInventoryItem");

	Params::FortPlayerController_ServerExecuteInventoryItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerExecutePresetTeamChat
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FText                             ChatText                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 SenderID                                               (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerExecutePresetTeamChat(const class FText& ChatText, const struct FUniqueNetIdRepl& SenderID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerExecutePresetTeamChat");

	Params::FortPlayerController_ServerExecutePresetTeamChat Parms{};

	Parms.ChatText = std::move(ChatText);
	Parms.SenderID = std::move(SenderID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerGiftInventoryItemToOtherPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 PlayerID                                               (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerGiftInventoryItemToOtherPlayer(const struct FGuid& ItemGuid, const struct FUniqueNetIdRepl& PlayerID, int32 Quantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerGiftInventoryItemToOtherPlayer");

	Params::FortPlayerController_ServerGiftInventoryItemToOtherPlayer Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.PlayerID = std::move(PlayerID);
	Parms.Quantity = Quantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_StartLeavingZone
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerController::ServerHandleMissionEvent_StartLeavingZone()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_StartLeavingZone");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledCursorMode
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// bool                                    bOpened                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerHandleMissionEvent_ToggledCursorMode(bool bOpened)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledCursorMode");

	Params::FortPlayerController_ServerHandleMissionEvent_ToggledCursorMode Parms{};

	Parms.bOpened = bOpened;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerHandleMissionEvent_ToggledEditMode
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingSMActor*                 EditableActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOpened                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerHandleMissionEvent_ToggledEditMode(class ABuildingSMActor* EditableActor, bool bOpened)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerHandleMissionEvent_ToggledEditMode");

	Params::FortPlayerController_ServerHandleMissionEvent_ToggledEditMode Parms{};

	Parms.EditableActor = EditableActor;
	Parms.bOpened = bOpened;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerItemWillBeDestroyed
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            DestroyedItemGuid                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerItemWillBeDestroyed(const struct FGuid& DestroyedItemGuid, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerItemWillBeDestroyed");

	Params::FortPlayerController_ServerItemWillBeDestroyed Parms{};

	Parms.DestroyedItemGuid = std::move(DestroyedItemGuid);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerKickPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerToKick                                           (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Reason                                                 (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerKickPlayer(const struct FUniqueNetIdRepl& PlayerToKick, const class FText& Reason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerKickPlayer");

	Params::FortPlayerController_ServerKickPlayer Parms{};

	Parms.PlayerToKick = std::move(PlayerToKick);
	Parms.Reason = std::move(Reason);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerKillAllAIPawnsAroundPlayer
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerKillAllAIPawnsAroundPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerKillAllAIPawnsAroundPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerLoadingScreenDropped
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerLoadingScreenDropped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerLoadingScreenDropped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerModDurability
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DurabilityMod                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceSet                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerModDurability(const struct FGuid& ItemGuid, float DurabilityMod, bool bForceSet)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerModDurability");

	Params::FortPlayerController_ServerModDurability Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.DurabilityMod = DurabilityMod;
	Parms.bForceSet = bForceSet;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerModifyStat
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FName                             StatName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStatMod                                ModType                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceStatSave                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerModifyStat(class FName StatName, int32 Amount, EStatMod ModType, bool bForceStatSave)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerModifyStat");

	Params::FortPlayerController_ServerModifyStat Parms{};

	Parms.StatName = StatName;
	Parms.Amount = Amount;
	Parms.ModType = ModType;
	Parms.bForceStatSave = bForceStatSave;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerPingMinimap
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                          WorldLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     PingColor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   RequiredTeam                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerPingMinimap(const struct FVector& WorldLocation, const struct FLinearColor& PingColor, uint8 RequiredTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerPingMinimap");

	Params::FortPlayerController_ServerPingMinimap Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.PingColor = std::move(PingColor);
	Parms.RequiredTeam = RequiredTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerPlayEmoteItem
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class UFortMontageItemDefinitionBase*   EmoteAsset                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerPlayEmoteItem(const class UFortMontageItemDefinitionBase* EmoteAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerPlayEmoteItem");

	Params::FortPlayerController_ServerPlayEmoteItem Parms{};

	Parms.EmoteAsset = EmoteAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerReadyToStartMatch
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerReadyToStartMatch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerReadyToStartMatch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerReleaseInventoryItemKey
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerReleaseInventoryItemKey(const struct FGuid& ItemGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerReleaseInventoryItemKey");

	Params::FortPlayerController_ServerReleaseInventoryItemKey Parms{};

	Parms.ItemGuid = std::move(ItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRemoveDefender
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class ABuildingTrapDefender*            DefenderTrap                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRemoveDefender(class ABuildingTrapDefender* DefenderTrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRemoveDefender");

	Params::FortPlayerController_ServerRemoveDefender Parms{};

	Parms.DefenderTrap = DefenderTrap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRemoveInventoryItem
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceRemoveFromQuickBars                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceRemoval                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRemoveInventoryItem(const struct FGuid& ItemGuid, int32 Count, bool bForceRemoveFromQuickBars, bool bForceRemoval)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryItem");

	Params::FortPlayerController_ServerRemoveInventoryItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.Count = Count;
	Parms.bForceRemoveFromQuickBars = bForceRemoveFromQuickBars;
	Parms.bForceRemoval = bForceRemoval;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRemoveInventoryStateValue
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortItemEntryState                     StateValueType                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRemoveInventoryStateValue(const struct FGuid& ItemGuid, EFortItemEntryState StateValueType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRemoveInventoryStateValue");

	Params::FortPlayerController_ServerRemoveInventoryStateValue Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.StateValueType = StateValueType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRepairBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingSMActor*                 BuildingActorToRepair                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRepairBuildingActor(class ABuildingSMActor* BuildingActorToRepair)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRepairBuildingActor");

	Params::FortPlayerController_ServerRepairBuildingActor Parms{};

	Parms.BuildingActorToRepair = BuildingActorToRepair;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerReplyToReadyCheck
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bReady                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerReplyToReadyCheck(bool bReady)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerReplyToReadyCheck");

	Params::FortPlayerController_ServerReplyToReadyCheck Parms{};

	Parms.bReady = bReady;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerReportClientFPS
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// float                                   ClientAvgFPS                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   ClientAvgFrameScore                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   ClientMaxFrameScore                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerReportClientFPS(float ClientAvgFPS, uint8 ClientAvgFrameScore, uint8 ClientMaxFrameScore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerReportClientFPS");

	Params::FortPlayerController_ServerReportClientFPS Parms{};

	Parms.ClientAvgFPS = ClientAvgFPS;
	Parms.ClientAvgFrameScore = ClientAvgFrameScore;
	Parms.ClientMaxFrameScore = ClientMaxFrameScore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRequestAIDebug
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerRequestAIDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRequestAIDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRequestAttributeSources
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FGameplayAttribute               Attribute                                              (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilitySystemComponent*      AbilitySystemComponent                                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRequestAttributeSources(const struct FGameplayAttribute& Attribute, class UFortAbilitySystemComponent* AbilitySystemComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRequestAttributeSources");

	Params::FortPlayerController_ServerRequestAttributeSources Parms{};

	Parms.Attribute = std::move(Attribute);
	Parms.AbilitySystemComponent = AbilitySystemComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerRequestGameplayAction
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortRequestedGameplayAction            RequestedAction                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerRequestGameplayAction(EFortRequestedGameplayAction RequestedAction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerRequestGameplayAction");

	Params::FortPlayerController_ServerRequestGameplayAction Parms{};

	Parms.RequestedAction = RequestedAction;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerReturnToMainMenu
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerReturnToMainMenu()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerReturnToMainMenu");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSendClientProgressUpdate
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32                                   ClientProgressState                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<uint64>                          ClientProgressUpdate                                   (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSendClientProgressUpdate(int32 ClientProgressState, const TArray<uint64>& ClientProgressUpdate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSendClientProgressUpdate");

	Params::FortPlayerController_ServerSendClientProgressUpdate Parms{};

	Parms.ClientProgressState = ClientProgressState;
	Parms.ClientProgressUpdate = std::move(ClientProgressUpdate);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetAntiAddictionPlayTimeMultiplier
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// float                                   NewPlayTimeRewardRate                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetAntiAddictionPlayTimeMultiplier(float NewPlayTimeRewardRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetAntiAddictionPlayTimeMultiplier");

	Params::FortPlayerController_ServerSetAntiAddictionPlayTimeMultiplier Parms{};

	Parms.NewPlayTimeRewardRate = NewPlayTimeRewardRate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetAutoEquipBetterItems
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bAutoEquip                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetAutoEquipBetterItems(bool bAutoEquip)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetAutoEquipBetterItems");

	Params::FortPlayerController_ServerSetAutoEquipBetterItems Parms{};

	Parms.bAutoEquip = bAutoEquip;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetClientHasFinishedLoading
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bInHasFinishedLoading                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetClientHasFinishedLoading(bool bInHasFinishedLoading)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetClientHasFinishedLoading");

	Params::FortPlayerController_ServerSetClientHasFinishedLoading Parms{};

	Parms.bInHasFinishedLoading = bInHasFinishedLoading;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetHero
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FString                           NewHeroID                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetHero(const class FString& NewHeroID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetHero");

	Params::FortPlayerController_ServerSetHero Parms{};

	Parms.NewHeroID = std::move(NewHeroID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetInventoryStateValue
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortItemEntryStateValue         StateValue                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetInventoryStateValue(const struct FGuid& ItemGuid, const struct FFortItemEntryStateValue& StateValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetInventoryStateValue");

	Params::FortPlayerController_ServerSetInventoryStateValue Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.StateValue = std::move(StateValue);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetMarkText
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortMarkActor*                   MarkActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MarkText                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetMarkText(class AFortMarkActor* MarkActor, const class FString& MarkText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetMarkText");

	Params::FortPlayerController_ServerSetMarkText Parms{};

	Parms.MarkActor = MarkActor;
	Parms.MarkText = std::move(MarkText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetPartyOwner
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 PartyOwnerUniqueId                                     (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetPartyOwner(const struct FUniqueNetIdRepl& PartyOwnerUniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetPartyOwner");

	Params::FortPlayerController_ServerSetPartyOwner Parms{};

	Parms.PartyOwnerUniqueId = std::move(PartyOwnerUniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetReadyToContinue
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bReady                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayState                      RequestedState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bTryStartTimer                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetReadyToContinue(bool bReady, EFortGameplayState RequestedState, bool bTryStartTimer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetReadyToContinue");

	Params::FortPlayerController_ServerSetReadyToContinue Parms{};

	Parms.bReady = bReady;
	Parms.RequestedState = RequestedState;
	Parms.bTryStartTimer = bTryStartTimer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetShouldUseBotManager
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetShouldUseBotManager(bool InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetShouldUseBotManager");

	Params::FortPlayerController_ServerSetShouldUseBotManager Parms{};

	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSetShouldUsePilotComponent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSetShouldUsePilotComponent(bool InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSetShouldUsePilotComponent");

	Params::FortPlayerController_ServerSetShouldUsePilotComponent Parms{};

	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSpawnMark
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AActor*                           ActorToAttachTo                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          AttachOffset                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             PreapprovedText                                        (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSpawnMark(class AActor* ActorToAttachTo, const struct FVector& AttachOffset, const class FText& PreapprovedText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSpawnMark");

	Params::FortPlayerController_ServerSpawnMark Parms{};

	Parms.ActorToAttachTo = ActorToAttachTo;
	Parms.AttachOffset = std::move(AttachOffset);
	Parms.PreapprovedText = std::move(PreapprovedText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSpotActor
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor*                           NewlySpottedActor                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerSpotActor(class AActor* NewlySpottedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSpotActor");

	Params::FortPlayerController_ServerSpotActor Parms{};

	Parms.NewlySpottedActor = NewlySpottedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerStartIntensityGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerStartIntensityGraphing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerStartIntensityGraphing");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerStartPIDContributionsGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerStartPIDContributionsGraphing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerStartPIDContributionsGraphing");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerStartPIDValueGraphing
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerStartPIDValueGraphing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerStartPIDValueGraphing");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerSuicide
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerController::ServerSuicide()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerSuicide");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTeamChatRoomReady
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           ChatRoomId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerTeamChatRoomReady(const class FString& ChatRoomId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTeamChatRoomReady");

	Params::FortPlayerController_ServerTeamChatRoomReady Parms{};

	Parms.ChatRoomId = std::move(ChatRoomId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTeleportToReticle
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                          TeleportLocation                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerTeleportToReticle(const struct FVector& TeleportLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTeleportToReticle");

	Params::FortPlayerController_ServerTeleportToReticle Parms{};

	Parms.TeleportLocation = std::move(TeleportLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTouchActiveTime
// (Net, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerController::ServerTouchActiveTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTouchActiveTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTriggerCombatEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCombatEvents                       TriggeredEvent                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   HeatMultiplier                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerTriggerCombatEvent(EFortCombatEvents TriggeredEvent, float HeatMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTriggerCombatEvent");

	Params::FortPlayerController_ServerTriggerCombatEvent Parms{};

	Parms.TriggeredEvent = TriggeredEvent;
	Parms.HeatMultiplier = HeatMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTriggerCombatEventBatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// TArray<struct FFortCombatManagerEvent>  Payload                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerTriggerCombatEventBatch(const TArray<struct FFortCombatManagerEvent>& Payload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTriggerCombatEventBatch");

	Params::FortPlayerController_ServerTriggerCombatEventBatch Parms{};

	Parms.Payload = std::move(Payload);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerTriggerGenericObjectiveEvent
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortObjectiveBase*               Objective                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerTriggerGenericObjectiveEvent(class AFortObjectiveBase* Objective)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerTriggerGenericObjectiveEvent");

	Params::FortPlayerController_ServerTriggerGenericObjectiveEvent Parms{};

	Parms.Objective = Objective;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUIChoiceCompleted
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// int32                                   ChosenItem                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MenuIdentifier                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUIChoiceCompleted(int32 ChosenItem, int32 MenuIdentifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUIChoiceCompleted");

	Params::FortPlayerController_ServerUIChoiceCompleted Parms{};

	Parms.ChosenItem = ChosenItem;
	Parms.MenuIdentifier = MenuIdentifier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUpdateActorOptions
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AActor*                           OptionsTarget                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   OptionsKeys                                            (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FString>                   OptionsValues                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUpdateActorOptions(class AActor* OptionsTarget, const TArray<class FString>& OptionsKeys, const TArray<class FString>& OptionsValues)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUpdateActorOptions");

	Params::FortPlayerController_ServerUpdateActorOptions Parms{};

	Parms.OptionsTarget = OptionsTarget;
	Parms.OptionsKeys = std::move(OptionsKeys);
	Parms.OptionsValues = std::move(OptionsValues);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUpdateGameDescriptionData
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AActor*                           DataTarget                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             GameName                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FText>                     GameDescriptionText                                    (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUpdateGameDescriptionData(class AActor* DataTarget, const class FText& GameName, const TArray<class FText>& GameDescriptionText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUpdateGameDescriptionData");

	Params::FortPlayerController_ServerUpdateGameDescriptionData Parms{};

	Parms.DataTarget = DataTarget;
	Parms.GameName = std::move(GameName);
	Parms.GameDescriptionText = std::move(GameDescriptionText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUpdateGameplayOptions
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// TArray<class FString>                   UserOptionsKeys                                        (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FString>                   UserOptionsValues                                      (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUpdateGameplayOptions(const TArray<class FString>& UserOptionsKeys, const TArray<class FString>& UserOptionsValues)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUpdateGameplayOptions");

	Params::FortPlayerController_ServerUpdateGameplayOptions Parms{};

	Parms.UserOptionsKeys = std::move(UserOptionsKeys);
	Parms.UserOptionsValues = std::move(UserOptionsValues);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUpdateQuickBarRecordsCache
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FQuickBar                        PrimaryQuickBarRecord                                  (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FQuickBar                        SecondaryQuickBarRecord                                (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUpdateQuickBarRecordsCache(const struct FQuickBar& PrimaryQuickBarRecord, const struct FQuickBar& SecondaryQuickBarRecord)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUpdateQuickBarRecordsCache");

	Params::FortPlayerController_ServerUpdateQuickBarRecordsCache Parms{};

	Parms.PrimaryQuickBarRecord = std::move(PrimaryQuickBarRecord);
	Parms.SecondaryQuickBarRecord = std::move(SecondaryQuickBarRecord);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ServerUpgradeBuildingActor
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class ABuildingActor*                   BuildingActorToUpgrade                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NewUpgradeLevel                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::ServerUpgradeBuildingActor(class ABuildingActor* BuildingActorToUpgrade, int32 NewUpgradeLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ServerUpgradeBuildingActor");

	Params::FortPlayerController_ServerUpgradeBuildingActor Parms{};

	Parms.BuildingActorToUpgrade = BuildingActorToUpgrade;
	Parms.NewUpgradeLevel = NewUpgradeLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetAtNameHomeBaseScreen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    AtScreen                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetAtNameHomeBaseScreen(bool AtScreen)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetAtNameHomeBaseScreen");

	Params::FortPlayerController_SetAtNameHomeBaseScreen Parms{};

	Parms.AtScreen = AtScreen;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetAutoLevelCamera
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShouldLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetAutoLevelCamera(bool bShouldLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetAutoLevelCamera");

	Params::FortPlayerController_SetAutoLevelCamera Parms{};

	Parms.bShouldLevel = bShouldLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetBuildingHighlight
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class ABuildingActor*>           TargetedBuildings                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// EBuildingHighlightType                  HighlightType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bValidHighlight                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetBuildingHighlight(const TArray<class ABuildingActor*>& TargetedBuildings, EBuildingHighlightType HighlightType, bool bValidHighlight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetBuildingHighlight");

	Params::FortPlayerController_SetBuildingHighlight Parms{};

	Parms.TargetedBuildings = std::move(TargetedBuildings);
	Parms.HighlightType = HighlightType;
	Parms.bValidHighlight = bValidHighlight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetCinematicModeWithWeapon
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInCinematicMode                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bHidePlayer                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bHideWeapon                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAffectsHUD                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAffectsMovement                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAffectsTurning                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetCinematicModeWithWeapon(bool bInCinematicMode, bool bHidePlayer, bool bHideWeapon, bool bAffectsHUD, bool bAffectsMovement, bool bAffectsTurning)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetCinematicModeWithWeapon");

	Params::FortPlayerController_SetCinematicModeWithWeapon Parms{};

	Parms.bInCinematicMode = bInCinematicMode;
	Parms.bHidePlayer = bHidePlayer;
	Parms.bHideWeapon = bHideWeapon;
	Parms.bAffectsHUD = bAffectsHUD;
	Parms.bAffectsMovement = bAffectsMovement;
	Parms.bAffectsTurning = bAffectsTurning;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetCinematicOverrideClass
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortCinematicCamera> OverrideCameraClass                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetCinematicOverrideClass(TSubclassOf<class UFortCinematicCamera> OverrideCameraClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetCinematicOverrideClass");

	Params::FortPlayerController_SetCinematicOverrideClass Parms{};

	Parms.OverrideCameraClass = OverrideCameraClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetFirstPersonCamera
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewUseFirstPersonCamera                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetFirstPersonCamera");

	Params::FortPlayerController_SetFirstPersonCamera Parms{};

	Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetFullscreenMapVisible
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    Visible                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetFullscreenMapVisible(bool Visible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetFullscreenMapVisible");

	Params::FortPlayerController_SetFullscreenMapVisible Parms{};

	Parms.Visible = Visible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetInputPitchScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InInputPitchScale                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetInputPitchScale(float InInputPitchScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetInputPitchScale");

	Params::FortPlayerController_SetInputPitchScale Parms{};

	Parms.InInputPitchScale = InInputPitchScale;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetInputYawScale
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InInputYawScale                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetInputYawScale(float InInputYawScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetInputYawScale");

	Params::FortPlayerController_SetInputYawScale Parms{};

	Parms.InInputYawScale = InInputYawScale;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetLockOnTargetStickCoords
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D                        Coords                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetLockOnTargetStickCoords(const struct FVector2D& Coords)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetLockOnTargetStickCoords");

	Params::FortPlayerController_SetLockOnTargetStickCoords Parms{};

	Parms.Coords = std::move(Coords);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SetRotatePawnToCamera
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewRotatePawnToCamera                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SetRotatePawnToCamera(bool bNewRotatePawnToCamera)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SetRotatePawnToCamera");

	Params::FortPlayerController_SetRotatePawnToCamera Parms{};

	Parms.bNewRotatePawnToCamera = bNewRotatePawnToCamera;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SpawnToyInstance
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AActor>               ToyClass                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       SpawnPosition                                          (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortPlayerController::SpawnToyInstance(TSubclassOf<class AActor> ToyClass, const struct FTransform& SpawnPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SpawnToyInstance");

	Params::FortPlayerController_SpawnToyInstance Parms{};

	Parms.ToyClass = ToyClass;
	Parms.SpawnPosition = std::move(SpawnPosition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.StartAutoLevelCamera
// (Final, Native, Public)

void AFortPlayerController::StartAutoLevelCamera()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "StartAutoLevelCamera");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.StartReadyCheck
// (Final, BlueprintAuthorityOnly, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             QueryText                                              (Parm, NativeAccessSpecifierPublic)
// class FText                             YesText                                                (Parm, NativeAccessSpecifierPublic)
// class FText                             NoText                                                 (Parm, NativeAccessSpecifierPublic)
// float                                   PercentageToPass                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::StartReadyCheck(const class FText& QueryText, const class FText& YesText, const class FText& NoText, float PercentageToPass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "StartReadyCheck");

	Params::FortPlayerController_StartReadyCheck Parms{};

	Parms.QueryText = std::move(QueryText);
	Parms.YesText = std::move(YesText);
	Parms.NoText = std::move(NoText);
	Parms.PercentageToPass = PercentageToPass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.Suicide
// (Exec, Native, Public, BlueprintCallable)

void AFortPlayerController::Suicide()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "Suicide");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.SuppressEventNotifications
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bSuppress                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::SuppressEventNotifications(bool bSuppress)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "SuppressEventNotifications");

	Params::FortPlayerController_SuppressEventNotifications Parms{};

	Parms.bSuppress = bSuppress;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ToggleClientBot
// (Final, Exec, Native, Public)

void AFortPlayerController::ToggleClientBot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ToggleClientBot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ToggleFullScreenMap
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerController::ToggleFullScreenMap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ToggleFullScreenMap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.ToggleInventory
// (Exec, Native, Public)

void AFortPlayerController::ToggleInventory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "ToggleInventory");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.TogglePersonalVehicle
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bOn                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::TogglePersonalVehicle(bool bOn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "TogglePersonalVehicle");

	Params::FortPlayerController_TogglePersonalVehicle Parms{};

	Parms.bOn = bOn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.UnMutePlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerController::UnMutePlayer(const struct FUniqueNetIdRepl& UniqueNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "UnMutePlayer");

	Params::FortPlayerController_UnMutePlayer Parms{};

	Parms.UniqueNetId = std::move(UniqueNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.UpdateQuickBars
// (Native, Protected)

void AFortPlayerController::UpdateQuickBars()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "UpdateQuickBars");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.BP_FindExistingItemForDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInStorageVault                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* AFortPlayerController::BP_FindExistingItemForDefinition(const class UFortItemDefinition* ItemDefinition, bool bInStorageVault) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "BP_FindExistingItemForDefinition");

	Params::FortPlayerController_BP_FindExistingItemForDefinition Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.bInStorageVault = bInStorageVault;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.BP_GetInventoryItemWithGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* AFortPlayerController::BP_GetInventoryItemWithGuid(const struct FGuid& ItemGuid) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "BP_GetInventoryItemWithGuid");

	Params::FortPlayerController_BP_GetInventoryItemWithGuid Parms{};

	Parms.ItemGuid = std::move(ItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.CanAlterHostileWalls
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::CanAlterHostileWalls() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "CanAlterHostileWalls");

	Params::FortPlayerController_CanAlterHostileWalls Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.DumpHomebaseRatingInfo
// (Final, Exec, Native, Public, Const)

void AFortPlayerController::DumpHomebaseRatingInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "DumpHomebaseRatingInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerController.GetAccountItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ID                                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAccountItem*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAccountItem* AFortPlayerController::GetAccountItem(const class FString& ID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetAccountItem");

	Params::FortPlayerController_GetAccountItem Parms{};

	Parms.ID = std::move(ID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetAccountLevel
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerController::GetAccountLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetAccountLevel");

	Params::FortPlayerController_GetAccountLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetActorUnderReticle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortPlayerController::GetActorUnderReticle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetActorUnderReticle");

	Params::FortPlayerController_GetActorUnderReticle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetAwardManager
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ESubGame                                SubGame                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAwardManager*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAwardManager* AFortPlayerController::GetAwardManager(ESubGame SubGame) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetAwardManager");

	Params::FortPlayerController_GetAwardManager Parms{};

	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetBuildPreviewMarker
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* AFortPlayerController::GetBuildPreviewMarker() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetBuildPreviewMarker");

	Params::FortPlayerController_GetBuildPreviewMarker Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetCollectionBookManager
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortCollectionBookManager*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortCollectionBookManager* AFortPlayerController::GetCollectionBookManager() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetCollectionBookManager");

	Params::FortPlayerController_GetCollectionBookManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetForceAllowCameraMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::GetForceAllowCameraMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetForceAllowCameraMode");

	Params::FortPlayerController_GetForceAllowCameraMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetGameAccountId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FUniqueNetIdRepl AFortPlayerController::GetGameAccountId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetGameAccountId");

	Params::FortPlayerController_GetGameAccountId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetLockOnState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ELockOnState                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ELockOnState AFortPlayerController::GetLockOnState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetLockOnState");

	Params::FortPlayerController_GetLockOnState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetMinigameManager
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ESubGame                                SubGame                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMinigameManager*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMinigameManager* AFortPlayerController::GetMinigameManager(ESubGame SubGame) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetMinigameManager");

	Params::FortPlayerController_GetMinigameManager Parms{};

	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetPlayerPawn
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortPlayerController::GetPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetPlayerPawn");

	Params::FortPlayerController_GetPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetQuestManager
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ESubGame                                SubGame                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestManager*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestManager* AFortPlayerController::GetQuestManager(ESubGame SubGame) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetQuestManager");

	Params::FortPlayerController_GetQuestManager Parms{};

	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetRegisteredPlayerInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortRegisteredPlayerInfo*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortRegisteredPlayerInfo* AFortPlayerController::GetRegisteredPlayerInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetRegisteredPlayerInfo");

	Params::FortPlayerController_GetRegisteredPlayerInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetRotatePawnToCamera
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::GetRotatePawnToCamera() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetRotatePawnToCamera");

	Params::FortPlayerController_GetRotatePawnToCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.GetTimeRemainingForRespawnBP
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerController::GetTimeRemainingForRespawnBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "GetTimeRemainingForRespawnBP");

	Params::FortPlayerController_GetTimeRemainingForRespawnBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.HasLockOnTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::HasLockOnTarget() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HasLockOnTarget");

	Params::FortPlayerController_HasLockOnTarget Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.HasPermissionToEditWorld
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingActor*                   Building                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::HasPermissionToEditWorld(const class ABuildingActor* Building, const struct FVector& Location, const struct FRotator& Rotation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "HasPermissionToEditWorld");

	Params::FortPlayerController_HasPermissionToEditWorld Parms{};

	Parms.Building = Building;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsActionInputIgnored
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsActionInputIgnored() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsActionInputIgnored");

	Params::FortPlayerController_IsActionInputIgnored Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsBuildToolOverridden
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsBuildToolOverridden() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsBuildToolOverridden");

	Params::FortPlayerController_IsBuildToolOverridden Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsClientBot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsClientBot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsClientBot");

	Params::FortPlayerController_IsClientBot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsClientTimingOut
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsClientTimingOut() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsClientTimingOut");

	Params::FortPlayerController_IsClientTimingOut Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsFullscreenMapVisible
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsFullscreenMapVisible() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsFullscreenMapVisible");

	Params::FortPlayerController_IsFullscreenMapVisible Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsInBuildMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsInBuildMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsInBuildMode");

	Params::FortPlayerController_IsInBuildMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsInRespawnCountdown
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsInRespawnCountdown() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsInRespawnCountdown");

	Params::FortPlayerController_IsInRespawnCountdown Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsNearActiveEncounters
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsNearActiveEncounters() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsNearActiveEncounters");

	Params::FortPlayerController_IsNearActiveEncounters Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsPersonalVehicleActive
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsPersonalVehicleActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsPersonalVehicleActive");

	Params::FortPlayerController_IsPersonalVehicleActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsPersonalVehicleAvailable
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsPersonalVehicleAvailable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsPersonalVehicleAvailable");

	Params::FortPlayerController_IsPersonalVehicleAvailable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsPlayingEmote
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsPlayingEmote() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsPlayingEmote");

	Params::FortPlayerController_IsPlayingEmote Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsRequirementsMet
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortRequirementsInfo            InRequirements                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsRequirementsMet(const struct FFortRequirementsInfo& InRequirements) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsRequirementsMet");

	Params::FortPlayerController_IsRequirementsMet Parms{};

	Parms.InRequirements = std::move(InRequirements);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsUsingFirstPersonCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsUsingFirstPersonCamera() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsUsingFirstPersonCamera");

	Params::FortPlayerController_IsUsingFirstPersonCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsUsingGamepad
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsUsingGamepad() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsUsingGamepad");

	Params::FortPlayerController_IsUsingGamepad Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsUsingHarvestingTool
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsUsingHarvestingTool() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsUsingHarvestingTool");

	Params::FortPlayerController_IsUsingHarvestingTool Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.IsUsingTouch
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::IsUsingTouch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "IsUsingTouch");

	Params::FortPlayerController_IsUsingTouch Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.OwnsCurrentIslandVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::OwnsCurrentIslandVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OwnsCurrentIslandVolume");

	Params::FortPlayerController_OwnsCurrentIslandVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerController.OwnsIslandVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerController::OwnsIslandVolume(class AFortVolume* Volume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerController", "OwnsIslandVolume");

	Params::FortPlayerController_OwnsIslandVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerGameplay.CheckGhostModeItemRemoved
// (Final, Native, Private)
// Parameters:
// class UFortWorldItemDefinition*         GhostModeItemDef                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::CheckGhostModeItemRemoved(class UFortWorldItemDefinition* GhostModeItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "CheckGhostModeItemRemoved");

	Params::FortPlayerControllerGameplay_CheckGhostModeItemRemoved Parms{};

	Parms.GhostModeItemDef = GhostModeItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.CheckGhostModeItemReplicated
// (Final, Native, Private)

void AFortPlayerControllerGameplay::CheckGhostModeItemReplicated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "CheckGhostModeItemReplicated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ClientCreativeStopFly
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerGameplay::ClientCreativeStopFly()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ClientCreativeStopFly");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.DisableTrickCredit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::DisableTrickCredit(float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "DisableTrickCredit");

	Params::FortPlayerControllerGameplay_DisableTrickCredit Parms{};

	Parms.Duration = Duration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.DisplayNPCNumbers
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bDisplay                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::DisplayNPCNumbers(bool bDisplay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "DisplayNPCNumbers");

	Params::FortPlayerControllerGameplay_DisplayNPCNumbers Parms{};

	Parms.bDisplay = bDisplay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.EndGhostMode
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortPlayerControllerGameplay::EndGhostMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "EndGhostMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.GetVehicleTrickInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// const struct FVehicleTrickInfo          ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

const struct FVehicleTrickInfo AFortPlayerControllerGameplay::GetVehicleTrickInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "GetVehicleTrickInfo");

	Params::FortPlayerControllerGameplay_GetVehicleTrickInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerGameplay.HandlePoiTagContainerTableFinishedReplicating
// (Final, Native, Public)
// Parameters:
// class AFortPoiManager*                  PoiManager                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::HandlePoiTagContainerTableFinishedReplicating(class AFortPoiManager* PoiManager)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "HandlePoiTagContainerTableFinishedReplicating");

	Params::FortPlayerControllerGameplay_HandlePoiTagContainerTableFinishedReplicating Parms{};

	Parms.PoiManager = PoiManager;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.InitializeAmbientAudioController
// (Final, Native, Public)

void AFortPlayerControllerGameplay::InitializeAmbientAudioController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "InitializeAmbientAudioController");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.OnRep_GhostModeRepData
// (Final, Native, Private)

void AFortPlayerControllerGameplay::OnRep_GhostModeRepData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "OnRep_GhostModeRepData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.OnRep_PoiTagContainerTableID
// (Final, Native, Public)
// Parameters:
// int16                                   PreviousPoiTagContainerTableID                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::OnRep_PoiTagContainerTableID(int16 PreviousPoiTagContainerTableID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "OnRep_PoiTagContainerTableID");

	Params::FortPlayerControllerGameplay_OnRep_PoiTagContainerTableID Parms{};

	Parms.PreviousPoiTagContainerTableID = PreviousPoiTagContainerTableID;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.OnVerifyAllowedToFly
// (Final, Native, Public)

void AFortPlayerControllerGameplay::OnVerifyAllowedToFly()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "OnVerifyAllowedToFly");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.RefreshHUDElementVisibilitiesToSettings
// (Native, Public, BlueprintCallable)

void AFortPlayerControllerGameplay::RefreshHUDElementVisibilitiesToSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "RefreshHUDElementVisibilitiesToSettings");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ResetHUDElementVisibilityToSettings
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            HUDElementTags                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::ResetHUDElementVisibilityToSettings(const struct FGameplayTagContainer& HUDElementTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ResetHUDElementVisibilityToSettings");

	Params::FortPlayerControllerGameplay_ResetHUDElementVisibilityToSettings Parms{};

	Parms.HUDElementTags = std::move(HUDElementTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ResetTrick
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::ResetTrick(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ResetTrick");

	Params::FortPlayerControllerGameplay_ResetTrick Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerAwardVehicleTrickPoints
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int32                                   InPoints                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InAirTimeX1000                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::ServerAwardVehicleTrickPoints(int32 InPoints, int32 InAirTimeX1000)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerAwardVehicleTrickPoints");

	Params::FortPlayerControllerGameplay_ServerAwardVehicleTrickPoints Parms{};

	Parms.InPoints = InPoints;
	Parms.InAirTimeX1000 = InAirTimeX1000;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeStartFlyDown
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeStartFlyDown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeStartFlyDown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeStartFlyUp
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeStartFlyUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeStartFlyUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeStopFly
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeStopFly()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeStopFly");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeStopFlyDown
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeStopFlyDown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeStopFlyDown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeStopFlyUp
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeStopFlyUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeStopFlyUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerCreativeToggleFly
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerGameplay::ServerCreativeToggleFly()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerCreativeToggleFly");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.ServerRPCSetDisplayNPCNumbers
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::ServerRPCSetDisplayNPCNumbers(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "ServerRPCSetDisplayNPCNumbers");

	Params::FortPlayerControllerGameplay_ServerRPCSetDisplayNPCNumbers Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.SetHUDElementVisibility
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            HUDElementTags                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bHideElements                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::SetHUDElementVisibility(const struct FGameplayTagContainer& HUDElementTags, bool bHideElements)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "SetHUDElementVisibility");

	Params::FortPlayerControllerGameplay_SetHUDElementVisibility Parms{};

	Parms.HUDElementTags = std::move(HUDElementTags);
	Parms.bHideElements = bHideElements;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.StartGhostMode
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         ItemProvidingGhostMode                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerGameplay::StartGhostMode(class UFortWorldItemDefinition* ItemProvidingGhostMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "StartGhostMode");

	Params::FortPlayerControllerGameplay_StartGhostMode Parms{};

	Parms.ItemProvidingGhostMode = ItemProvidingGhostMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerGameplay.AreHUDElementsVisible
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            HUDElementTags                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerGameplay::AreHUDElementsVisible(const struct FGameplayTagContainer& HUDElementTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "AreHUDElementsVisible");

	Params::FortPlayerControllerGameplay_AreHUDElementsVisible Parms{};

	Parms.HUDElementTags = std::move(HUDElementTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerGameplay.IsAllowedToFly
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerGameplay::IsAllowedToFly() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "IsAllowedToFly");

	Params::FortPlayerControllerGameplay_IsAllowedToFly Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerGameplay.IsInGhostMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerGameplay::IsInGhostMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "IsInGhostMode");

	Params::FortPlayerControllerGameplay_IsInGhostMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerGameplay.Validation_IsFlyingPossible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerGameplay::Validation_IsFlyingPossible() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerGameplay", "Validation_IsFlyingPossible");

	Params::FortPlayerControllerGameplay_Validation_IsFlyingPossible Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.ClientClearDeathNotification
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerZone::ClientClearDeathNotification()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientClearDeathNotification");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientOnPawnDied
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FFortPlayerDeathReport           DeathReport                                            (Parm, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientOnPawnDied(const struct FFortPlayerDeathReport& DeathReport)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnDied");

	Params::FortPlayerControllerZone_ClientOnPawnDied Parms{};

	Parms.DeathReport = std::move(DeathReport);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientOnPawnRevived
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientOnPawnRevived(class AController* EventInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnRevived");

	Params::FortPlayerControllerZone_ClientOnPawnRevived Parms{};

	Parms.EventInstigator = EventInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientOnPawnSpawned
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerZone::ClientOnPawnSpawned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnPawnSpawned");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientOnZoneEndScoreReports
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// TArray<struct FFortPlayerScoreReport>   ScoreReports                                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientOnZoneEndScoreReports(const TArray<struct FFortPlayerScoreReport>& ScoreReports)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientOnZoneEndScoreReports");

	Params::FortPlayerControllerZone_ClientOnZoneEndScoreReports Parms{};

	Parms.ScoreReports = std::move(ScoreReports);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientSendPartyJoinInfoToPlayer
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           JoinInfoStr                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientSendPartyJoinInfoToPlayer(const class FString& JoinInfoStr)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientSendPartyJoinInfoToPlayer");

	Params::FortPlayerControllerZone_ClientSendPartyJoinInfoToPlayer Parms{};

	Parms.JoinInfoStr = std::move(JoinInfoStr);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientVoiceChatChannelJoin
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           InVoiceChatPlayerName                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           InVoiceChatChannel                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           JoinToken                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientVoiceChatChannelJoin(const class FString& InVoiceChatPlayerName, const class FString& InVoiceChatChannel, const class FString& JoinToken)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientVoiceChatChannelJoin");

	Params::FortPlayerControllerZone_ClientVoiceChatChannelJoin Parms{};

	Parms.InVoiceChatPlayerName = std::move(InVoiceChatPlayerName);
	Parms.InVoiceChatChannel = std::move(InVoiceChatChannel);
	Parms.JoinToken = std::move(JoinToken);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ClientVoiceChatLogin
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           InVoiceChatPlayerName                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LoginToken                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ClientVoiceChatLogin(const class FString& InVoiceChatPlayerName, const class FString& LoginToken)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ClientVoiceChatLogin");

	Params::FortPlayerControllerZone_ClientVoiceChatLogin Parms{};

	Parms.InVoiceChatPlayerName = std::move(InVoiceChatPlayerName);
	Parms.LoginToken = std::move(LoginToken);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.DisableRangedWeaponScopeFX
// (Final, Native, Protected, BlueprintCallable)

void AFortPlayerControllerZone::DisableRangedWeaponScopeFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "DisableRangedWeaponScopeFX");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.DumpPhysicsVehicleBuffer
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Command                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::DumpPhysicsVehicleBuffer(const class FString& Command)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "DumpPhysicsVehicleBuffer");

	Params::FortPlayerControllerZone_DumpPhysicsVehicleBuffer Parms{};

	Parms.Command = std::move(Command);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.FollowNextTeammate
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::FollowNextTeammate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "FollowNextTeammate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.FollowPreviousTeammate
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::FollowPreviousTeammate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "FollowPreviousTeammate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.GetSpectatingPlayerName
// (Native, Public, BlueprintCallable)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortPlayerControllerZone::GetSpectatingPlayerName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "GetSpectatingPlayerName");

	Params::FortPlayerControllerZone_GetSpectatingPlayerName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.KillAllVehicles
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Command                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::KillAllVehicles(const class FString& Command)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "KillAllVehicles");

	Params::FortPlayerControllerZone_KillAllVehicles Parms{};

	Parms.Command = std::move(Command);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortPlayerControllerZone.OnPlayerStartedRespawn__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void AFortPlayerControllerZone::OnPlayerStartedRespawn__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "OnPlayerStartedRespawn__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerControllerZone.PopDeathInputComponent
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::PopDeathInputComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "PopDeathInputComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.PushDeathInputComponent
// (Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::PushDeathInputComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "PushDeathInputComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ResetExecuteJetpackToggle
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::ResetExecuteJetpackToggle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ResetExecuteJetpackToggle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.RespawnPlayer
// (Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::RespawnPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "RespawnPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ResurrectPlayer
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerZone::ResurrectPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ResurrectPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.RewindVehicle
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Command                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::RewindVehicle(const class FString& Command)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "RewindVehicle");

	Params::FortPlayerControllerZone_RewindVehicle Parms{};

	Parms.Command = std::move(Command);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerActivateMission
// (Net, NetReliable, Native, Event, Protected, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerZone::ServerActivateMission()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerActivateMission");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerAttemptExitVehicle
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerZone::ServerAttemptExitVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerAttemptExitVehicle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerBeginGameplayVote
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortVoteConfig                  VoteConfig                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerBeginGameplayVote(EFortVoteType VoteType, const struct FFortVoteConfig& VoteConfig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerBeginGameplayVote");

	Params::FortPlayerControllerZone_ServerBeginGameplayVote Parms{};

	Parms.VoteType = VoteType;
	Parms.VoteConfig = std::move(VoteConfig);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerDestroyFromRemoteControlledPawn
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerDestroyFromRemoteControlledPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerDestroyFromRemoteControlledPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerDetachFromRemoteControlledPawn
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerDetachFromRemoteControlledPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerDetachFromRemoteControlledPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerEndGameplayVote
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerEndGameplayVote(EFortVoteType VoteType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerEndGameplayVote");

	Params::FortPlayerControllerZone_ServerEndGameplayVote Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerRequestSeatChange
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int32                                   TargetSeatIndex                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerRequestSeatChange(int32 TargetSeatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerRequestSeatChange");

	Params::FortPlayerControllerZone_ServerRequestSeatChange Parms{};

	Parms.TargetSeatIndex = TargetSeatIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSendLoadoutConfig
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// int32                                   LoadoutSeed                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<uint8>                           Loadout                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerSendLoadoutConfig(int32 LoadoutSeed, const TArray<uint8>& Loadout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSendLoadoutConfig");

	Params::FortPlayerControllerZone_ServerSendLoadoutConfig Parms{};

	Parms.LoadoutSeed = LoadoutSeed;
	Parms.Loadout = std::move(Loadout);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSendPartyJoinInfoToPlayer
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 RecipientId                                            (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           JoinInfoStr                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerSendPartyJoinInfoToPlayer(const struct FUniqueNetIdRepl& RecipientId, const class FString& JoinInfoStr)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSendPartyJoinInfoToPlayer");

	Params::FortPlayerControllerZone_ServerSendPartyJoinInfoToPlayer Parms{};

	Parms.RecipientId = std::move(RecipientId);
	Parms.JoinInfoStr = std::move(JoinInfoStr);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSetShouldDisablePlayerTeleportingDuringMissionResults
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerSetShouldDisablePlayerTeleportingDuringMissionResults()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSetShouldDisablePlayerTeleportingDuringMissionResults");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSpectatePlayer
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class APawn*                            NewPlayerToSpectate                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStateChange                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerSpectatePlayer(class APawn* NewPlayerToSpectate, bool bAllowStateChange)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSpectatePlayer");

	Params::FortPlayerControllerZone_ServerSpectatePlayer Parms{};

	Parms.NewPlayerToSpectate = NewPlayerToSpectate;
	Parms.bAllowStateChange = bAllowStateChange;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSpectatePlayerState
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortPlayerStateZone*             PlayerToSpectate                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStateChange                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerSpectatePlayerState(class AFortPlayerStateZone* PlayerToSpectate, bool bAllowStateChange)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSpectatePlayerState");

	Params::FortPlayerControllerZone_ServerSpectatePlayerState Parms{};

	Parms.PlayerToSpectate = PlayerToSpectate;
	Parms.bAllowStateChange = bAllowStateChange;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerSubmitGameplayVote
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   VoteDecision                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::ServerSubmitGameplayVote(EFortVoteType VoteType, int32 VoteDecision)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerSubmitGameplayVote");

	Params::FortPlayerControllerZone_ServerSubmitGameplayVote Parms{};

	Parms.VoteType = VoteType;
	Parms.VoteDecision = VoteDecision;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerTriggerSetupTeleportCameraEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerTriggerSetupTeleportCameraEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerTriggerSetupTeleportCameraEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerVoiceChatReconnected
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerVoiceChatReconnected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerVoiceChatReconnected");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.ServerVoiceChatRejoinChannel
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)

void AFortPlayerControllerZone::ServerVoiceChatRejoinChannel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "ServerVoiceChatRejoinChannel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.SpectateOnDeath
// (Native, Public)

void AFortPlayerControllerZone::SpectateOnDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "SpectateOnDeath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.TestVehicleVelocity
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Command                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerZone::TestVehicleVelocity(const class FString& Command)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "TestVehicleVelocity");

	Params::FortPlayerControllerZone_TestVehicleVelocity Parms{};

	Parms.Command = std::move(Command);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerZone.CanFollowTeammate
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerZone::CanFollowTeammate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "CanFollowTeammate");

	Params::FortPlayerControllerZone_CanFollowTeammate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.GetVehicleSeatTransitionTargetIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerZone::GetVehicleSeatTransitionTargetIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "GetVehicleSeatTransitionTargetIndex");

	Params::FortPlayerControllerZone_GetVehicleSeatTransitionTargetIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.IsClientNotifiedOfPawnDied
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerZone::IsClientNotifiedOfPawnDied() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "IsClientNotifiedOfPawnDied");

	Params::FortPlayerControllerZone_IsClientNotifiedOfPawnDied Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.IsUsingAnonymousMode
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerZone::IsUsingAnonymousMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "IsUsingAnonymousMode");

	Params::FortPlayerControllerZone_IsUsingAnonymousMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerZone.IsUsingHideOtherPlayerNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerZone::IsUsingHideOtherPlayerNames() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerZone", "IsUsingHideOtherPlayerNames");

	Params::FortPlayerControllerZone_IsUsingHideOtherPlayerNames Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerPvE.ClientSendKickMessage
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class FText                             MESSAGE                                                (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerPvE::ClientSendKickMessage(const class FText& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerPvE", "ClientSendKickMessage");

	Params::FortPlayerControllerPvE_ClientSendKickMessage Parms{};

	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerPvE.RequestIdleDetectionState
// (Final, Native, Public)
// Parameters:
// EFortIdleDetectionState                 NewIdleDetectionState                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerPvE::RequestIdleDetectionState(EFortIdleDetectionState NewIdleDetectionState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerPvE", "RequestIdleDetectionState");

	Params::FortPlayerControllerPvE_RequestIdleDetectionState Parms{};

	Parms.NewIdleDetectionState = NewIdleDetectionState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFOB.ServerAttemptSelectFOBCore
// (BlueprintAuthorityOnly, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingFOBConfigActor*          FOBToSelectOn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFOBCoreDecoItemDefinition*   DefToSelect                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerFOB::ServerAttemptSelectFOBCore(class ABuildingFOBConfigActor* FOBToSelectOn, class UFortFOBCoreDecoItemDefinition* DefToSelect)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFOB", "ServerAttemptSelectFOBCore");

	Params::FortPlayerControllerFOB_ServerAttemptSelectFOBCore Parms{};

	Parms.FOBToSelectOn = FOBToSelectOn;
	Parms.DefToSelect = DefToSelect;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFOB.ServerReloadFOB
// (BlueprintAuthorityOnly, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingFOBConfigActor*          FOBToReload                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerFOB::ServerReloadFOB(class ABuildingFOBConfigActor* FOBToReload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFOB", "ServerReloadFOB");

	Params::FortPlayerControllerFOB_ServerReloadFOB Parms{};

	Parms.FOBToReload = FOBToReload;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFOB.ServerResetFOB
// (BlueprintAuthorityOnly, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingFOBConfigActor*          FOBToReset                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerFOB::ServerResetFOB(class ABuildingFOBConfigActor* FOBToReset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFOB", "ServerResetFOB");

	Params::FortPlayerControllerFOB_ServerResetFOB Parms{};

	Parms.FOBToReset = FOBToReset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFOB.ServerSaveFOB
// (BlueprintAuthorityOnly, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingFOBConfigActor*          FOBToSave                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerFOB::ServerSaveFOB(class ABuildingFOBConfigActor* FOBToSave)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFOB", "ServerSaveFOB");

	Params::FortPlayerControllerFOB_ServerSaveFOB Parms{};

	Parms.FOBToSave = FOBToSave;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFeedbackManager.GetAnnouncerPawn
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn_FeedbackAnnouncer*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn_FeedbackAnnouncer* AFortFeedbackManager::GetAnnouncerPawn(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFeedbackManager", "GetAnnouncerPawn");

	Params::FortFeedbackManager_GetAnnouncerPawn Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFeedbackManager.GetFeedbackManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortFeedbackManager*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortFeedbackManager* AFortFeedbackManager::GetFeedbackManager(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFeedbackManager", "GetFeedbackManager");

	Params::FortFeedbackManager_GetFeedbackManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFeedbackManager.SuppressProceduralFeedback
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class AController*>              ControllersToSuppress                                  (Parm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortFeedbackManager::SuppressProceduralFeedback(const TArray<class AController*>& ControllersToSuppress)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFeedbackManager", "SuppressProceduralFeedback");

	Params::FortFeedbackManager_SuppressProceduralFeedback Parms{};

	Parms.ControllersToSuppress = std::move(ControllersToSuppress);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameMode.OnEndOfDay
// (Native, Public)

void AFortGameMode::OnEndOfDay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameMode", "OnEndOfDay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameMode.DumpReservations
// (Exec, Native, Public, Const)

void AFortGameMode::DumpReservations() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameMode", "DumpReservations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.ClearPlayerStartLocationOverrides
// (Final, Native, Protected, BlueprintCallable)

void AFortGameModeZone::ClearPlayerStartLocationOverrides()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "ClearPlayerStartLocationOverrides");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.GetPlayerStartupController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStartupController*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerStartupController* AFortGameModeZone::GetPlayerStartupController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "GetPlayerStartupController");

	Params::FortGameModeZone_GetPlayerStartupController Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeZone.OnEveningReached
// (Native, Public)

void AFortGameModeZone::OnEveningReached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "OnEveningReached");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.OnMorningReached
// (Native, Public)

void AFortGameModeZone::OnMorningReached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "OnMorningReached");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.OnPlayerExit
// (Final, Native, Protected)
// Parameters:
// class AActor*                           Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeZone::OnPlayerExit(class AActor* Controller)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "OnPlayerExit");

	Params::FortGameModeZone_OnPlayerExit Parms{};

	Parms.Controller = Controller;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.ReplicateHealthAndShield
// (Native, Public)

void AFortGameModeZone::ReplicateHealthAndShield()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "ReplicateHealthAndShield");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.SetJoinability
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bMatchJoinable                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeZone::SetJoinability(bool bMatchJoinable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "SetJoinability");

	Params::FortGameModeZone_SetJoinability Parms{};

	Parms.bMatchJoinable = bMatchJoinable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.SetPlayerStartLocationOverrides
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// TArray<struct FVector>                  InPlayerStarts                                         (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class AFortMission*                     InMission                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeZone::SetPlayerStartLocationOverrides(const TArray<struct FVector>& InPlayerStarts, class AFortMission* InMission)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "SetPlayerStartLocationOverrides");

	Params::FortGameModeZone_SetPlayerStartLocationOverrides Parms{};

	Parms.InPlayerStarts = std::move(InPlayerStarts);
	Parms.InMission = InMission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.SetSpawnWithinStormShield
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    bSpawnInStormShield                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeZone::SetSpawnWithinStormShield(bool bSpawnInStormShield)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "SetSpawnWithinStormShield");

	Params::FortGameModeZone_SetSpawnWithinStormShield Parms{};

	Parms.bSpawnInStormShield = bSpawnInStormShield;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeZone.IsGameReadyToSelectLoot
// (Native, Public, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameModeZone::IsGameReadyToSelectLoot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeZone", "IsGameReadyToSelectLoot");

	Params::FortGameModeZone_IsGameReadyToSelectLoot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPrototypingContext.HandleMcpProfilesInitialized
// (Final, Native, Private)

void UFortPrototypingContext::HandleMcpProfilesInitialized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPrototypingContext", "HandleMcpProfilesInitialized");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortPrototypingContext.OnPrototypingStatusChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortPrototypingContext::OnPrototypingStatusChanged__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPrototypingContext", "OnPrototypingStatusChanged__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPrototypingContext.GetPrototypingStatus
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortPrototypingStatus                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortPrototypingStatus UFortPrototypingContext::GetPrototypingStatus() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPrototypingContext", "GetPrototypingStatus");

	Params::FortPrototypingContext_GetPrototypingStatus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISystem.IsInCone2D
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          ConeOrigin                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ConeDirection                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   HalfAngle                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LocationToCheck                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAISystem::IsInCone2D(const struct FVector& ConeOrigin, const struct FVector& ConeDirection, float HalfAngle, const struct FVector& LocationToCheck)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAISystem", "IsInCone2D");

	Params::FortAISystem_IsInCone2D Parms{};

	Parms.ConeOrigin = std::move(ConeOrigin);
	Parms.ConeDirection = std::move(ConeDirection);
	Parms.HalfAngle = HalfAngle;
	Parms.LocationToCheck = std::move(LocationToCheck);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIRootAssignmentProviderInterface.GetRootAssignmentIdentifier
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortAIAssignmentIdentifierReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FFortAIAssignmentIdentifier IFortAIRootAssignmentProviderInterface::GetRootAssignmentIdentifier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIRootAssignmentProviderInterface", "GetRootAssignmentIdentifier");

	Params::FortAIRootAssignmentProviderInterface_GetRootAssignmentIdentifier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModePvE.SetIdleKickEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModePvE::SetIdleKickEnabled(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModePvE", "SetIdleKickEnabled");

	Params::FortGameModePvE_SetIdleKickEnabled Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.SetAutoExposure
// (Final, Native, Public, BlueprintCallable)

void UFortSpectatorCameraComponent::SetAutoExposure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "SetAutoExposure");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.SetAutoFocus
// (Final, Native, Public, BlueprintCallable)

void UFortSpectatorCameraComponent::SetAutoFocus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "SetAutoFocus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.SetFocalLength
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewFocalLength                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImmediate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCameraComponent::SetFocalLength(float NewFocalLength, bool bImmediate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "SetFocalLength");

	Params::FortSpectatorCameraComponent_SetFocalLength Parms{};

	Parms.NewFocalLength = NewFocalLength;
	Parms.bImmediate = bImmediate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.SetManualExposure
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewExposureBias                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCameraComponent::SetManualExposure(float NewExposureBias)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "SetManualExposure");

	Params::FortSpectatorCameraComponent_SetManualExposure Parms{};

	Parms.NewExposureBias = NewExposureBias;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.SetManualFocusDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewFocusDist                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCameraComponent::SetManualFocusDistance(float NewFocusDist)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "SetManualFocusDistance");

	Params::FortSpectatorCameraComponent_SetManualFocusDistance Parms{};

	Parms.NewFocusDist = NewFocusDist;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.ShowFocusPlane
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShow                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCameraComponent::ShowFocusPlane(bool bShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "ShowFocusPlane");

	Params::FortSpectatorCameraComponent_ShowFocusPlane Parms{};

	Parms.bShow = bShow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCameraComponent.GetAutoCameraCutDistanceThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpectatorCameraComponent::GetAutoCameraCutDistanceThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCameraComponent", "GetAutoCameraCutDistanceThreshold");

	Params::FortSpectatorCameraComponent_GetAutoCameraCutDistanceThreshold Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCharacterPartItemDefinition.GetCharacterParts
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class UCustomCharacterPart*>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

const TArray<class UCustomCharacterPart*> UAthenaCharacterPartItemDefinition::GetCharacterParts() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCharacterPartItemDefinition", "GetCharacterParts");

	Params::AthenaCharacterPartItemDefinition_GetCharacterParts Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHuskAnimInstance.AnimNotify_SleepingFullyBlended
// (Final, Native, Protected)
// Parameters:
// class UAnimNotify*                      Notify                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortHuskAnimInstance::AnimNotify_SleepingFullyBlended(const class UAnimNotify* Notify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHuskAnimInstance", "AnimNotify_SleepingFullyBlended");

	Params::FortHuskAnimInstance_AnimNotify_SleepingFullyBlended Parms{};

	Parms.Notify = Notify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHuskAnimInstance.SetHuskAnimType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortHuskAnimType                       NewHuskAnimType                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortHuskAnimInstance::SetHuskAnimType(EFortHuskAnimType NewHuskAnimType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHuskAnimInstance", "SetHuskAnimType");

	Params::FortHuskAnimInstance_SetHuskAnimType Parms{};

	Parms.NewHuskAnimType = NewHuskAnimType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHuskAnimInstance.GetHuskAnimType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortHuskAnimType                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortHuskAnimType UFortHuskAnimInstance::GetHuskAnimType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHuskAnimInstance", "GetHuskAnimType");

	Params::FortHuskAnimInstance_GetHuskAnimType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionState.OnAllPlayersLoadedIn
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)

void AFortMissionState::OnAllPlayersLoadedIn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "OnAllPlayersLoadedIn");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMissionState.OnAllPlayersLoadedInWrapper
// (Final, Native, Public)

void AFortMissionState::OnAllPlayersLoadedInWrapper()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "OnAllPlayersLoadedInWrapper");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionState.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortMissionState::OnMatchStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "OnMatchStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMissionState.OnWorldReady
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortMissionState::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMissionState.SendMissionUIEvent
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            EventTags                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMissionState::SendMissionUIEvent(const struct FGameplayTagContainer& EventTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "SendMissionUIEvent");

	Params::FortMissionState_SendMissionUIEvent Parms{};

	Parms.EventTags = std::move(EventTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionState.SetTimerForOnAllPlayersLoadedIn
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   Timer                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionState::SetTimerForOnAllPlayersLoadedIn(float Timer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "SetTimerForOnAllPlayersLoadedIn");

	Params::FortMissionState_SetTimerForOnAllPlayersLoadedIn Parms{};

	Parms.Timer = Timer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionState.UpdateUI
// (Native, Public, BlueprintCallable)

void AFortMissionState::UpdateUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionState", "UpdateUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.SpawnAtPlacementActorsAsArray
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     Mission                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSucceeded                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> AFortMission::SpawnAtPlacementActorsAsArray(class AFortMission* Mission, bool* bSucceeded)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMission", "SpawnAtPlacementActorsAsArray");

	Params::FortMission_SpawnAtPlacementActorsAsArray Parms{};

	Parms.Mission = Mission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bSucceeded != nullptr)
		*bSucceeded = Parms.bSucceeded;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.AddCompletionTag
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     NewCompletionTag                                       (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::AddCompletionTag(const struct FGameplayTag& NewCompletionTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddCompletionTag");

	Params::FortMission_AddCompletionTag Parms{};

	Parms.NewCompletionTag = std::move(NewCompletionTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddCompletionTags
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            NewCompletionTagContainer                              (Parm, NativeAccessSpecifierPublic)

void AFortMission::AddCompletionTags(const struct FGameplayTagContainer& NewCompletionTagContainer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddCompletionTags");

	Params::FortMission_AddCompletionTags Parms{};

	Parms.NewCompletionTagContainer = std::move(NewCompletionTagContainer);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddGoalsToAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortAIAssignment*                Assignment                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAIGoalInfo>          GoalInfos                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::AddGoalsToAssignment(class UFortAIAssignment* Assignment, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddGoalsToAssignment");

	Params::FortMission_AddGoalsToAssignment Parms{};

	Parms.Assignment = Assignment;
	Parms.GoalInfos = std::move(GoalInfos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddGoalsToEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAIGoalInfo>          GoalInfos                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::AddGoalsToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddGoalsToEncounterAssignment");

	Params::FortMission_AddGoalsToEncounterAssignment Parms{};

	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.Encounter = Encounter;
	Parms.GoalInfos = std::move(GoalInfos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddGoalToAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortAIAssignment*                Assignment                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIGoalInfo                  GoalInfo                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortMission::AddGoalToAssignment(class UFortAIAssignment* Assignment, const struct FFortAIGoalInfo& GoalInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddGoalToAssignment");

	Params::FortMission_AddGoalToAssignment Parms{};

	Parms.Assignment = Assignment;
	Parms.GoalInfo = std::move(GoalInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddGoalToEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIGoalInfo                  GoalInfo                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortMission::AddGoalToEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddGoalToEncounterAssignment");

	Params::FortMission_AddGoalToEncounterAssignment Parms{};

	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.Encounter = Encounter;
	Parms.GoalInfo = std::move(GoalInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.AddParticipantAccount
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::AddParticipantAccount(class AFortPlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AddParticipantAccount");

	Params::FortMission_AddParticipantAccount Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.ApplyTieredModifierSet
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FTieredModifierSetData>   ModifierSetData                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   WaveNum                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDeferTemporaryModifiers                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FActiveGameplayModifierHandle>OutAppliedModifiers                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMission::ApplyTieredModifierSet(const TArray<struct FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<struct FActiveGameplayModifierHandle>* OutAppliedModifiers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "ApplyTieredModifierSet");

	Params::FortMission_ApplyTieredModifierSet Parms{};

	Parms.ModifierSetData = std::move(ModifierSetData);
	Parms.Tier = Tier;
	Parms.WaveNum = WaveNum;
	Parms.bDeferTemporaryModifiers = bDeferTemporaryModifiers;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAppliedModifiers != nullptr)
		*OutAppliedModifiers = std::move(Parms.OutAppliedModifiers);
}


// Function FortniteGame.FortMission.AttemptMissionSave
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           OptionalSaveName                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::AttemptMissionSave(const class FString& OptionalSaveName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "AttemptMissionSave");

	Params::FortMission_AttemptMissionSave Parms{};

	Parms.OptionalSaveName = std::move(OptionalSaveName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.BlueprintCustomHandleMissionEvent
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FGuid                            InMissionGuid                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ObjectiveHandle                                        (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams*          Params_0                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    DO_NOT_USE_THIS_OR_VARIABLES_BELOW                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset*                       EventContent                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GenericInt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GenericFloat                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             GenericText                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            GameplayTags                                           (Parm, NativeAccessSpecifierPublic)
// struct FFortMissionEvent                MissionEvent                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::BlueprintCustomHandleMissionEvent(const struct FGuid& InMissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, const class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags, const struct FFortMissionEvent& MissionEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintCustomHandleMissionEvent");

	Params::FortMission_BlueprintCustomHandleMissionEvent Parms{};

	Parms.InMissionGuid = std::move(InMissionGuid);
	Parms.ObjectiveHandle = std::move(ObjectiveHandle);
	Parms.Params_0 = Params_0;
	Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
	Parms.EventFocus = EventFocus;
	Parms.EventContent = EventContent;
	Parms.EventInstigator = EventInstigator;
	Parms.GenericInt = GenericInt;
	Parms.GenericFloat = GenericFloat;
	Parms.GenericText = std::move(GenericText);
	Parms.GameplayTags = std::move(GameplayTags);
	Parms.MissionEvent = std::move(MissionEvent);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMission.BlueprintOnActivated
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortMission::BlueprintOnActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintOnActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMission.BlueprintOnMissionEnd
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// EFortMissionStatus                      Status                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::BlueprintOnMissionEnd(EFortMissionStatus Status)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintOnMissionEnd");

	Params::FortMission_BlueprintOnMissionEnd Parms{};

	Parms.Status = Status;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMission.BlueprintOnStartPlaying
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortMission::BlueprintOnStartPlaying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintOnStartPlaying");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMission.BlueprintPostMissionLoad
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)

void AFortMission::BlueprintPostMissionLoad()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintPostMissionLoad");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMission.ChooseRandomReward
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortMissionWeightedReward       ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortMissionWeightedReward AFortMission::ChooseRandomReward()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "ChooseRandomReward");

	Params::FortMission_ChooseRandomReward Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.CreateEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            AssignmentTags                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIGoalProvider>  GoalProvider                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, OutParm, NativeAccessSpecifierPublic)
// EAssignmentCreationResult               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAssignmentCreationResult AFortMission::CreateEncounterAssignment(const struct FGameplayTagContainer& AssignmentTags, const class UFortAIEncounterInfo*& Encounter, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "CreateEncounterAssignment");

	Params::FortMission_CreateEncounterAssignment Parms{};

	Parms.AssignmentTags = std::move(AssignmentTags);
	Parms.Encounter = Encounter;
	Parms.AssignmentSettings = AssignmentSettings;
	Parms.GoalProvider = GoalProvider;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AssignmentIdentifier != nullptr)
		*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.CreateEncounterSequence
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            SequenceTags                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIEncounterSequence*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterSequence* AFortMission::CreateEncounterSequence(const struct FGameplayTagContainer& SequenceTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "CreateEncounterSequence");

	Params::FortMission_CreateEncounterSequence Parms{};

	Parms.SequenceTags = std::move(SequenceTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.CreateEncounterSequenceByIndex
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   EncounterSequenceIndex                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterSequence*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterSequence* AFortMission::CreateEncounterSequenceByIndex(int32 EncounterSequenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "CreateEncounterSequenceByIndex");

	Params::FortMission_CreateEncounterSequenceByIndex Parms{};

	Parms.EncounterSequenceIndex = EncounterSequenceIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.FindGoalLocationsForEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  OutGoalLocations                                       (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMission::FindGoalLocationsForEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, TArray<struct FVector>* OutGoalLocations)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "FindGoalLocationsForEncounterAssignment");

	Params::FortMission_FindGoalLocationsForEncounterAssignment Parms{};

	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.Encounter = Encounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutGoalLocations != nullptr)
		*OutGoalLocations = std::move(Parms.OutGoalLocations);
}


// Function FortniteGame.FortMission.FocusThisMission
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             FocusDisplayText                                       (Parm, NativeAccessSpecifierPublic)
// float                                   FocusPercentage                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::FocusThisMission(const class FText& FocusDisplayText, float FocusPercentage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "FocusThisMission");

	Params::FortMission_FocusThisMission Parms{};

	Parms.FocusDisplayText = std::move(FocusDisplayText);
	Parms.FocusPercentage = FocusPercentage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.GetConfigData
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     InBucketTag                                            (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionConfigData*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMissionConfigData* AFortMission::GetConfigData(const struct FGameplayTag& InBucketTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetConfigData");

	Params::FortMission_GetConfigData Parms{};

	Parms.InBucketTag = std::move(InBucketTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetMissionCompletionResultText
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EFortCompletionResult                   Result                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMission::GetMissionCompletionResultText(EFortCompletionResult Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetMissionCompletionResultText");

	Params::FortMission_GetMissionCompletionResultText Parms{};

	Parms.Result = Result;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetRewardItemsByTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     RewardTag                                              (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortWorldItemDefinition*> OutRewardItems                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMission::GetRewardItemsByTag(const struct FGameplayTag& RewardTag, TArray<class UFortWorldItemDefinition*>* OutRewardItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetRewardItemsByTag");

	Params::FortMission_GetRewardItemsByTag Parms{};

	Parms.RewardTag = std::move(RewardTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRewardItems != nullptr)
		*OutRewardItems = std::move(Parms.OutRewardItems);
}


// Function FortniteGame.FortMission.GetTieredModifierSet
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName                             TieredModifierSetName                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FTieredModifierSetData>   OutModifierSetData                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMission::GetTieredModifierSet(class FName TieredModifierSetName, TArray<struct FTieredModifierSetData>* OutModifierSetData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetTieredModifierSet");

	Params::FortMission_GetTieredModifierSet Parms{};

	Parms.TieredModifierSetName = TieredModifierSetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutModifierSetData != nullptr)
		*OutModifierSetData = std::move(Parms.OutModifierSetData);
}


// Function FortniteGame.FortMission.GrantRewardsByTag
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     RewardTag                                              (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortRewardType                         RewardType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GrantRewardsByTag");

	Params::FortMission_GrantRewardsByTag Parms{};

	Parms.RewardTag = std::move(RewardTag);
	Parms.RewardType = RewardType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.HandleEnemyKilled
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            KilledBy                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        KilledPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            SourceTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::HandleEnemyKilled(class AFortPlayerController* KilledBy, class AFortPawn* KilledPawn, const struct FGameplayTagContainer& SourceTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "HandleEnemyKilled");

	Params::FortMission_HandleEnemyKilled Parms{};

	Parms.KilledBy = KilledBy;
	Parms.KilledPawn = KilledPawn;
	Parms.SourceTags = std::move(SourceTags);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMission.InitializeActorsForMission
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     Mission                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   OutActorsInitialized                                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::InitializeActorsForMission(class AFortMission* Mission, TArray<class AActor*>* OutActorsInitialized)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "InitializeActorsForMission");

	Params::FortMission_InitializeActorsForMission Parms{};

	Parms.Mission = Mission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorsInitialized != nullptr)
		*OutActorsInitialized = std::move(Parms.OutActorsInitialized);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.InitializeActorsForMissionMatchingItemIdentifyingQuery
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     Mission                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   OutActorsInitialized                                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::InitializeActorsForMissionMatchingItemIdentifyingQuery(class AFortMission* Mission, const struct FGameplayTagQuery& TagQuery, TArray<class AActor*>* OutActorsInitialized)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "InitializeActorsForMissionMatchingItemIdentifyingQuery");

	Params::FortMission_InitializeActorsForMissionMatchingItemIdentifyingQuery Parms{};

	Parms.Mission = Mission;
	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorsInitialized != nullptr)
		*OutActorsInitialized = std::move(Parms.OutActorsInitialized);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.InitializeModifiersRRV
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Seed                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::InitializeModifiersRRV(int32 Seed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "InitializeModifiersRRV");

	Params::FortMission_InitializeModifiersRRV Parms{};

	Parms.Seed = Seed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.MissionTimerSet
// (Native, Event, Public, BlueprintEvent)

void AFortMission::MissionTimerSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "MissionTimerSet");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.MissionTimerVisibilityOverrideSet
// (Event, Public, BlueprintEvent)

void AFortMission::MissionTimerVisibilityOverrideSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "MissionTimerVisibilityOverrideSet");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMission.OnRep_ActiveObjectives
// (Final, Native, Protected)

void AFortMission::OnRep_ActiveObjectives()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_ActiveObjectives");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_bIsMissionVisible
// (Native, Protected)

void AFortMission::OnRep_bIsMissionVisible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_bIsMissionVisible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_CurrentFocusDisplayData
// (Final, Native, Protected)

void AFortMission::OnRep_CurrentFocusDisplayData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_CurrentFocusDisplayData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_MissionInfo
// (Final, Native, Protected)

void AFortMission::OnRep_MissionInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_MissionInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_MissionStatus
// (Native, Protected)

void AFortMission::OnRep_MissionStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_MissionStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_PotentialBadgesArray
// (Final, Native, Protected)

void AFortMission::OnRep_PotentialBadgesArray()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_PotentialBadgesArray");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_QuestOwnerAccount
// (Native, Protected)

void AFortMission::OnRep_QuestOwnerAccount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_QuestOwnerAccount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnRep_UIIndex
// (Native, Protected)

void AFortMission::OnRep_UIIndex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnRep_UIIndex");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.OnWaveCompleted
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Wave                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCompletionResult                   Result                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::OnWaveCompleted(int32 Tier, int32 Wave, EFortCompletionResult Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "OnWaveCompleted");

	Params::FortMission_OnWaveCompleted Parms{};

	Parms.Tier = Tier;
	Parms.Wave = Wave;
	Parms.Result = Result;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.ProvideAllPotentialBadges
// (Final, BlueprintAuthorityOnly, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FGameplayTag>             BadgeTags                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::ProvideAllPotentialBadges(const TArray<struct FGameplayTag>& BadgeTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "ProvideAllPotentialBadges");

	Params::FortMission_ProvideAllPotentialBadges Parms{};

	Parms.BadgeTags = std::move(BadgeTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.RecordResourceActorSpawn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           SpawnedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::RecordResourceActorSpawn(class AActor* SpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "RecordResourceActorSpawn");

	Params::FortMission_RecordResourceActorSpawn Parms{};

	Parms.SpawnedActor = SpawnedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.RemoveGoalFromEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIGoalInfo                  GoalInfo                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortMission::RemoveGoalFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const struct FFortAIGoalInfo& GoalInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "RemoveGoalFromEncounterAssignment");

	Params::FortMission_RemoveGoalFromEncounterAssignment Parms{};

	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.Encounter = Encounter;
	Parms.GoalInfo = std::move(GoalInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.RemoveGoalsFromEncounterAssignment
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             Encounter                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAIGoalInfo>          GoalInfos                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission::RemoveGoalsFromEncounterAssignment(const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const class UFortAIEncounterInfo*& Encounter, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "RemoveGoalsFromEncounterAssignment");

	Params::FortMission_RemoveGoalsFromEncounterAssignment Parms{};

	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.Encounter = Encounter;
	Parms.GoalInfos = std::move(GoalInfos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.RemoveParticipantAccount
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 AbandoningPlayerId                                     (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::RemoveParticipantAccount(struct FUniqueNetIdRepl* AbandoningPlayerId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "RemoveParticipantAccount");

	Params::FortMission_RemoveParticipantAccount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AbandoningPlayerId != nullptr)
		*AbandoningPlayerId = std::move(Parms.AbandoningPlayerId);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.SendBotLogicMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::SendBotLogicMessage(const class FString& EventName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "SendBotLogicMessage");

	Params::FortMission_SendBotLogicMessage Parms{};

	Parms.EventName = std::move(EventName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.SetTimerComponent
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UFortMissionTimerComponent*       InTimerComponent                                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::SetTimerComponent(class UFortMissionTimerComponent* InTimerComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "SetTimerComponent");

	Params::FortMission_SetTimerComponent Parms{};

	Parms.InTimerComponent = InTimerComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.SetTimerElapsedComponent
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UFortMissionTimerComponent*       InTimerElapsedComponent                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::SetTimerElapsedComponent(class UFortMissionTimerComponent* InTimerElapsedComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "SetTimerElapsedComponent");

	Params::FortMission_SetTimerElapsedComponent Parms{};

	Parms.InTimerElapsedComponent = InTimerElapsedComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.SetToSilentDestroy
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortMission::SetToSilentDestroy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "SetToSilentDestroy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.SetUiVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInIsMissionVisible                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::SetUiVisibility(bool bInIsMissionVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "SetUiVisibility");

	Params::FortMission_SetUiVisibility Parms{};

	Parms.bInIsMissionVisible = bInIsMissionVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.StartMissionAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   TargetActors                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEncounterEnvironmentQueryInfo   EnvironmentQueryInfo                                   (Parm, NativeAccessSpecifierPublic)
// class AActor*                           QueryActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InjectedTags                                           (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           EncounterSettings                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "StartMissionAIEncounter");

	Params::FortMission_StartMissionAIEncounter Parms{};

	Parms.EncounterTemplate = EncounterTemplate;
	Parms.TargetActors = std::move(TargetActors);
	Parms.AssignmentSettings = AssignmentSettings;
	Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
	Parms.QueryActor = QueryActor;
	Parms.InjectedTags = std::move(InjectedTags);
	Parms.EncounterSettings = std::move(EncounterSettings);
	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.StartMissionAIEncounterFromGeneratedProfile
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32                                   GeneratedEncounterProfileIndex                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   TargetActors                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEncounterEnvironmentQueryInfo   EnvironmentQueryInfo                                   (Parm, NativeAccessSpecifierPublic)
// class AActor*                           QueryActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InjectedTags                                           (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           EncounterSettings                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseAssignments                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* AFortMission::StartMissionAIEncounterFromGeneratedProfile(int32 GeneratedEncounterProfileIndex, const TArray<class AActor*>& TargetActors, class UFortAIAssignmentSettings* AssignmentSettings, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay, bool bUseAssignments)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "StartMissionAIEncounterFromGeneratedProfile");

	Params::FortMission_StartMissionAIEncounterFromGeneratedProfile Parms{};

	Parms.GeneratedEncounterProfileIndex = GeneratedEncounterProfileIndex;
	Parms.TargetActors = std::move(TargetActors);
	Parms.AssignmentSettings = AssignmentSettings;
	Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
	Parms.QueryActor = QueryActor;
	Parms.InjectedTags = std::move(InjectedTags);
	Parms.EncounterSettings = std::move(EncounterSettings);
	Parms.ActivationDelay = ActivationDelay;
	Parms.bUseAssignments = bUseAssignments;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.StopEncounterSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterSequence*         SequenceToStop                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::StopEncounterSequence(class UFortAIEncounterSequence* SequenceToStop)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "StopEncounterSequence");

	Params::FortMission_StopEncounterSequence Parms{};

	Parms.SequenceToStop = SequenceToStop;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.StopMissionAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo*             EncounterToStop                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission::StopMissionAIEncounter(class UFortAIEncounterInfo* EncounterToStop)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "StopMissionAIEncounter");

	Params::FortMission_StopMissionAIEncounter Parms{};

	Parms.EncounterToStop = EncounterToStop;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission.BlueprintCanPlayerParticipate
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::BlueprintCanPlayerParticipate(class AFortPlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "BlueprintCanPlayerParticipate");

	Params::FortMission_BlueprintCanPlayerParticipate Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetActorsSpawnedMatchingQuery
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   SpawnedActors                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::GetActorsSpawnedMatchingQuery(const struct FGameplayTagQuery& TagQuery, TArray<class AActor*>* SpawnedActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetActorsSpawnedMatchingQuery");

	Params::FortMission_GetActorsSpawnedMatchingQuery Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnedActors != nullptr)
		*SpawnedActors = std::move(Parms.SpawnedActors);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetAdditionalMissionCompletionMissionPoints
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
// Parameters:
// EFortMissionStatus                      CompletionStatus                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMission::GetAdditionalMissionCompletionMissionPoints(EFortMissionStatus CompletionStatus) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetAdditionalMissionCompletionMissionPoints");

	Params::FortMission_GetAdditionalMissionCompletionMissionPoints Parms{};

	Parms.CompletionStatus = CompletionStatus;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetAdditionalMissionSuccessBadges
// (BlueprintAuthorityOnly, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// TArray<class UFortWorldItemDefinition*> SuccessItems                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::GetAdditionalMissionSuccessBadges(TArray<class UFortWorldItemDefinition*>* SuccessItems) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetAdditionalMissionSuccessBadges");

	Params::FortMission_GetAdditionalMissionSuccessBadges Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (SuccessItems != nullptr)
		*SuccessItems = std::move(Parms.SuccessItems);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetAllObjectives
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortObjectiveBase*>       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortObjectiveBase*> AFortMission::GetAllObjectives() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetAllObjectives");

	Params::FortMission_GetAllObjectives Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetBuildingDamageLootTier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMission::GetBuildingDamageLootTier(class AFortPlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetBuildingDamageLootTier");

	Params::FortMission_GetBuildingDamageLootTier Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetCurrentBluGloRewards
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMission::GetCurrentBluGloRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetCurrentBluGloRewards");

	Params::FortMission_GetCurrentBluGloRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetCurrentFocusDisplayText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMission::GetCurrentFocusDisplayText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetCurrentFocusDisplayText");

	Params::FortMission_GetCurrentFocusDisplayText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetCurrentFocusPercentage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMission::GetCurrentFocusPercentage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetCurrentFocusPercentage");

	Params::FortMission_GetCurrentFocusPercentage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetDaysRemainingBeforeOverPar
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMission::GetDaysRemainingBeforeOverPar() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetDaysRemainingBeforeOverPar");

	Params::FortMission_GetDaysRemainingBeforeOverPar Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetExpectedCompletionTime
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMission::GetExpectedCompletionTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetExpectedCompletionTime");

	Params::FortMission_GetExpectedCompletionTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetMissionGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGuid AFortMission::GetMissionGuid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetMissionGuid");

	Params::FortMission_GetMissionGuid Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetMissionName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMission::GetMissionName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetMissionName");

	Params::FortMission_GetMissionName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetObjectiveByHandle
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ObjectiveHandle                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AFortObjectiveBase*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortObjectiveBase* AFortMission::GetObjectiveByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetObjectiveByHandle");

	Params::FortMission_GetObjectiveByHandle Parms{};

	Parms.ObjectiveHandle = std::move(ObjectiveHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetObjectiveHandlesWithTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     ObjectiveTag                                           (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxNumberOfObjectives                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FGameplayTagContainer>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FGameplayTagContainer> AFortMission::GetObjectiveHandlesWithTag(const struct FGameplayTag& ObjectiveTag, int32 MaxNumberOfObjectives) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetObjectiveHandlesWithTag");

	Params::FortMission_GetObjectiveHandlesWithTag Parms{};

	Parms.ObjectiveTag = std::move(ObjectiveTag);
	Parms.MaxNumberOfObjectives = MaxNumberOfObjectives;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetObjectiveStatusByHandle
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ObjectiveHandle                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortObjectiveStatus                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortObjectiveStatus AFortMission::GetObjectiveStatusByHandle(const struct FGameplayTagContainer& ObjectiveHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetObjectiveStatusByHandle");

	Params::FortMission_GetObjectiveStatusByHandle Parms{};

	Parms.ObjectiveHandle = std::move(ObjectiveHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetParticipatingMissionControllers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerController*>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerController*> AFortMission::GetParticipatingMissionControllers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetParticipatingMissionControllers");

	Params::FortMission_GetParticipatingMissionControllers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetPawnDamageLootTier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMission::GetPawnDamageLootTier(class AFortPlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetPawnDamageLootTier");

	Params::FortMission_GetPawnDamageLootTier Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetSpawnLocationActorsMatchingQuery
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   SpawnLocationActors                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::GetSpawnLocationActorsMatchingQuery(const struct FGameplayTagQuery& TagQuery, TArray<class AActor*>* SpawnLocationActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetSpawnLocationActorsMatchingQuery");

	Params::FortMission_GetSpawnLocationActorsMatchingQuery Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnLocationActors != nullptr)
		*SpawnLocationActors = std::move(Parms.SpawnLocationActors);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.GetSpawnLocationsMatchingQuery
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  SpawnLocations                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::GetSpawnLocationsMatchingQuery(const struct FGameplayTagQuery& TagQuery, TArray<struct FVector>* SpawnLocations) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "GetSpawnLocationsMatchingQuery");

	Params::FortMission_GetSpawnLocationsMatchingQuery Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnLocations != nullptr)
		*SpawnLocations = std::move(Parms.SpawnLocations);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.HasMissionPar
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::HasMissionPar() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "HasMissionPar");

	Params::FortMission_HasMissionPar Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMission.IsPlayerParticipating
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMission::IsPlayerParticipating(class AFortPlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission", "IsPlayerParticipating");

	Params::FortMission_IsPlayerParticipating Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPMission_EnemyBaseDestruction.GetCornerstoneForTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortTeam                               InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPvPBaseCornerstone*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPvPBaseCornerstone* AFortPvPMission_EnemyBaseDestruction::GetCornerstoneForTeam(EFortTeam InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPvPMission_EnemyBaseDestruction", "GetCornerstoneForTeam");

	Params::FortPvPMission_EnemyBaseDestruction_GetCornerstoneForTeam Parms{};

	Parms.InTeam = InTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_CurrentPlaylistReady.PlaylistDataReadyAsync
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_CurrentPlaylistReady*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_CurrentPlaylistReady* UFortAsyncAction_CurrentPlaylistReady::PlaylistDataReadyAsync(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_CurrentPlaylistReady", "PlaylistDataReadyAsync");

	Params::FortAsyncAction_CurrentPlaylistReady_PlaylistDataReadyAsync Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_CurrentPlaylistReady.HandlePlaylistLoaded
// (Final, Native, Private, HasOutParams)
// Parameters:
// class FName                             PlaylistName                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            PlaylistContextTags                                    (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortAsyncAction_CurrentPlaylistReady::HandlePlaylistLoaded(class FName PlaylistName, const struct FGameplayTagContainer& PlaylistContextTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_CurrentPlaylistReady", "HandlePlaylistLoaded");

	Params::FortAsyncAction_CurrentPlaylistReady_HandlePlaylistLoaded Parms{};

	Parms.PlaylistName = PlaylistName;
	Parms.PlaylistContextTags = std::move(PlaylistContextTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ClientCreateOrJoinChatRoom
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           ChatRoomId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ClientCreateOrJoinChatRoom(const class FString& ChatRoomId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ClientCreateOrJoinChatRoom");

	Params::FortLobbyBeaconClient_ClientCreateOrJoinChatRoom Parms{};

	Parms.ChatRoomId = std::move(ChatRoomId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerIncrementHomeBaseVersion
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerIncrementHomeBaseVersion(const struct FUniqueNetIdRepl& InUniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerIncrementHomeBaseVersion");

	Params::FortLobbyBeaconClient_ServerIncrementHomeBaseVersion Parms{};

	Parms.InUniqueId = std::move(InUniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetCharacterGender
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCustomGender                       GenderType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetCharacterGender(const struct FUniqueNetIdRepl& InUniqueId, EFortCustomGender GenderType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCharacterGender");

	Params::FortLobbyBeaconClient_ServerSetCharacterGender Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.GenderType = GenderType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetConsoleUniqueNetId
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 NewConsoleNetId                                        (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetConsoleUniqueNetId(const struct FUniqueNetIdRepl& InUniqueId, const struct FUniqueNetIdRepl& NewConsoleNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetConsoleUniqueNetId");

	Params::FortLobbyBeaconClient_ServerSetConsoleUniqueNetId Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.NewConsoleNetId = std::move(NewConsoleNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetCurrentCharacterXp
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CurrentCharacterXp                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetCurrentCharacterXp(const struct FUniqueNetIdRepl& InUniqueId, const int32 CurrentCharacterXp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetCurrentCharacterXp");

	Params::FortLobbyBeaconClient_ServerSetCurrentCharacterXp Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.CurrentCharacterXp = CurrentCharacterXp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetGadget
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           GadgetPersistentName                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetGadget(const struct FUniqueNetIdRepl& InUniqueId, int32 Param_Index, const class FString& GadgetPersistentName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetGadget");

	Params::FortLobbyBeaconClient_ServerSetGadget Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.Param_Index = Param_Index;
	Parms.GadgetPersistentName = std::move(GadgetPersistentName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroId
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           InHeroId                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetHeroId(const struct FUniqueNetIdRepl& InUniqueId, const class FString& InHeroId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroId");

	Params::FortLobbyBeaconClient_ServerSetHeroId Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.InHeroId = std::move(InHeroId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroSquadId
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             InHeroSquadId                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetHeroSquadId(const struct FUniqueNetIdRepl& InUniqueId, const class FName& InHeroSquadId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroSquadId");

	Params::FortLobbyBeaconClient_ServerSetHeroSquadId Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.InHeroSquadId = InHeroSquadId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetHeroType
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHeroType*                    InHeroType                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetHeroType(const struct FUniqueNetIdRepl& InUniqueId, const class UFortHeroType* InHeroType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetHeroType");

	Params::FortLobbyBeaconClient_ServerSetHeroType Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.InHeroType = InHeroType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerSetMatchmakingLevel
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueId                                             (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MatchmakingLevel                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerSetMatchmakingLevel(const struct FUniqueNetIdRepl& InUniqueId, const int32 MatchmakingLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerSetMatchmakingLevel");

	Params::FortLobbyBeaconClient_ServerSetMatchmakingLevel Parms{};

	Parms.InUniqueId = std::move(InUniqueId);
	Parms.MatchmakingLevel = MatchmakingLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClient.ServerTeamChatRoomReady
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           ChatRoomId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClient::ServerTeamChatRoomReady(const class FString& ChatRoomId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClient", "ServerTeamChatRoomReady");

	Params::FortLobbyBeaconClient_ServerTeamChatRoomReady Parms{};

	Parms.ChatRoomId = std::move(ChatRoomId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClientRM.ServerUpdateNewlyJoinedPlayerInternal
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortLobbyBeaconClientRM::ServerUpdateNewlyJoinedPlayerInternal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientRM", "ServerUpdateNewlyJoinedPlayerInternal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClientRM.ServerUpdateReadyStatus
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bIsReady                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClientRM::ServerUpdateReadyStatus(bool bIsReady)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientRM", "ServerUpdateReadyStatus");

	Params::FortLobbyBeaconClientRM_ServerUpdateReadyStatus Parms{};

	Parms.bIsReady = bIsReady;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClientRM.SetLocalReadyStatus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIsReady                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClientRM::SetLocalReadyStatus(bool bIsReady)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientRM", "SetLocalReadyStatus");

	Params::FortLobbyBeaconClientRM_SetLocalReadyStatus Parms{};

	Parms.bIsReady = bIsReady;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClientRM.UpdateNewlyJoinedPlayer
// (Final, Native, Protected, BlueprintCallable)

void AFortLobbyBeaconClientRM::UpdateNewlyJoinedPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientRM", "UpdateNewlyJoinedPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconClientRM.ClientBroadcastLobbyPlayerPadTop
// (Net, NetReliable, Native, Event, Protected, NetClient, Const)
// Parameters:
// struct FUniqueNetIdRepl                 ReadiedPlayer                                          (ConstParm, Parm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsReadiedUp                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLobbyBeaconClientRM::ClientBroadcastLobbyPlayerPadTop(const struct FUniqueNetIdRepl& ReadiedPlayer, bool bIsReadiedUp) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientRM", "ClientBroadcastLobbyPlayerPadTop");

	Params::FortLobbyBeaconClientRM_ClientBroadcastLobbyPlayerPadTop Parms{};

	Parms.ReadiedPlayer = std::move(ReadiedPlayer);
	Parms.bIsReadiedUp = bIsReadiedUp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.DisableAbilityDeliveryInfo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     BucketTag                                              (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::DisableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "DisableAbilityDeliveryInfo");

	Params::BuildingGameplayActor_DisableAbilityDeliveryInfo Parms{};

	Parms.BucketTag = std::move(BucketTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.EnableAbilityDeliveryInfo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     BucketTag                                              (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::EnableAbilityDeliveryInfo(const struct FGameplayTag& BucketTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "EnableAbilityDeliveryInfo");

	Params::BuildingGameplayActor_EnableAbilityDeliveryInfo Parms{};

	Parms.BucketTag = std::move(BucketTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.ForceChangeOwnerInstigator
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            NewInstigator                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::ForceChangeOwnerInstigator(class AFortPlayerController* NewInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "ForceChangeOwnerInstigator");

	Params::BuildingGameplayActor_ForceChangeOwnerInstigator Parms{};

	Parms.NewInstigator = NewInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.K2_AddGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     Context                                                (Parm, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::K2_AddGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "K2_AddGameplayCue");

	Params::BuildingGameplayActor_K2_AddGameplayCue Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.Context = std::move(Context);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     Context                                                (Parm, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::K2_ExecuteGameplayCue(const struct FGameplayTag& GameplayCueTag, const struct FGameplayEffectContextHandle& Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCue");

	Params::BuildingGameplayActor_K2_ExecuteGameplayCue Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.Context = std::move(Context);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.K2_ExecuteGameplayCueWithParams
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::K2_ExecuteGameplayCueWithParams(const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "K2_ExecuteGameplayCueWithParams");

	Params::BuildingGameplayActor_K2_ExecuteGameplayCueWithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.K2_RemoveGameplayCue
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::K2_RemoveGameplayCue(const struct FGameplayTag& GameplayCueTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "K2_RemoveGameplayCue");

	Params::BuildingGameplayActor_K2_RemoveGameplayCue Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.OnDropped
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bValidLocation                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPassesPlacementRestrictions                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bWasIntentionallyPlaced                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::OnDropped(bool bValidLocation, bool bPassesPlacementRestrictions, bool bWasIntentionallyPlaced)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "OnDropped");

	Params::BuildingGameplayActor_OnDropped Parms{};

	Parms.bValidLocation = bValidLocation;
	Parms.bPassesPlacementRestrictions = bPassesPlacementRestrictions;
	Parms.bWasIntentionallyPlaced = bWasIntentionallyPlaced;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingGameplayActor.OnRegisteredTouchComponentBeginOverlap
// (Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Other                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::OnRegisteredTouchComponentBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* Other, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "OnRegisteredTouchComponentBeginOverlap");

	Params::BuildingGameplayActor_OnRegisteredTouchComponentBeginOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.Other = Other;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.OnRegisteredTouchComponentEndOverlap
// (Native, Protected)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Other                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::OnRegisteredTouchComponentEndOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* Other, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "OnRegisteredTouchComponentEndOverlap");

	Params::BuildingGameplayActor_OnRegisteredTouchComponentEndOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.Other = Other;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.OnReplicatedVelocityStartOrStop
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bStart                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::OnReplicatedVelocityStartOrStop(bool bStart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "OnReplicatedVelocityStartOrStop");

	Params::BuildingGameplayActor_OnReplicatedVelocityStartOrStop Parms{};

	Parms.bStart = bStart;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingGameplayActor.SetAbilitySourceLevel
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   NewAbilitySourceLevel                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::SetAbilitySourceLevel(int32 NewAbilitySourceLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "SetAbilitySourceLevel");

	Params::BuildingGameplayActor_SetAbilitySourceLevel Parms{};

	Parms.NewAbilitySourceLevel = NewAbilitySourceLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.SetIgnoreInstigatorCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShouldIgnore                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "SetIgnoreInstigatorCollision");

	Params::BuildingGameplayActor_SetIgnoreInstigatorCollision Parms{};

	Parms.bShouldIgnore = bShouldIgnore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.SetInitialVelocity
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          InitialVelocity                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::SetInitialVelocity(const struct FVector& InitialVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "SetInitialVelocity");

	Params::BuildingGameplayActor_SetInitialVelocity Parms{};

	Parms.InitialVelocity = std::move(InitialVelocity);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.SetTouchComponentForAbilityDeliveryInfo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              PrimitiveComponent                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActor::SetTouchComponentForAbilityDeliveryInfo(class UPrimitiveComponent* PrimitiveComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "SetTouchComponentForAbilityDeliveryInfo");

	Params::BuildingGameplayActor_SetTouchComponentForAbilityDeliveryInfo Parms{};

	Parms.PrimitiveComponent = PrimitiveComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActor.GetTargetingSourceTransform
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource             Source                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ABuildingGameplayActor::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActor", "GetTargetingSourceTransform");

	Params::BuildingGameplayActor_GetTargetingSourceTransform Parms{};

	Parms.Source = Source;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierFlag.ClientSetIsFriendly
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bIsFriendlyLlama                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierFlag::ClientSetIsFriendly(bool bIsFriendlyLlama)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "ClientSetIsFriendly");

	Params::AthenaBarrierFlag_ClientSetIsFriendly Parms{};

	Parms.bIsFriendlyLlama = bIsFriendlyLlama;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierFlag.ClientSetLlamaRotation
// (Event, Protected, HasDefaults, BlueprintEvent)
// Parameters:
// struct FRotator                         NewDirection                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AAthenaBarrierFlag::ClientSetLlamaRotation(const struct FRotator& NewDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "ClientSetLlamaRotation");

	Params::AthenaBarrierFlag_ClientSetLlamaRotation Parms{};

	Parms.NewDirection = std::move(NewDirection);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierFlag.OnNewFoodTeam
// (Event, Protected, BlueprintEvent)
// Parameters:
// EBarrierFoodTeam                        NewFoodTeam                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierFlag::OnNewFoodTeam(EBarrierFoodTeam NewFoodTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "OnNewFoodTeam");

	Params::AthenaBarrierFlag_OnNewFoodTeam Parms{};

	Parms.NewFoodTeam = NewFoodTeam;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierFlag.OnRep_CurrentState
// (Final, Native, Protected)

void AAthenaBarrierFlag::OnRep_CurrentState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "OnRep_CurrentState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierFlag.OnRep_FoodTeam
// (Final, Native, Protected)

void AAthenaBarrierFlag::OnRep_FoodTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "OnRep_FoodTeam");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierFlag.OnStateChange
// (Event, Protected, BlueprintEvent)
// Parameters:
// EBarrierFlagState                       NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierFlag::OnStateChange(EBarrierFlagState NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "OnStateChange");

	Params::AthenaBarrierFlag_OnStateChange Parms{};

	Parms.NewState = NewState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierFlag.GetHeadMesh
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UStaticMesh*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UStaticMesh* AAthenaBarrierFlag::GetHeadMesh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "GetHeadMesh");

	Params::AthenaBarrierFlag_GetHeadMesh Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierFlag.GetMeshScale
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AAthenaBarrierFlag::GetMeshScale() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "GetMeshScale");

	Params::AthenaBarrierFlag_GetMeshScale Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierFlag.GetObjectiveActor
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AAthenaBarrierObjective*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AAthenaBarrierObjective* AAthenaBarrierFlag::GetObjectiveActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierFlag", "GetObjectiveActor");

	Params::AthenaBarrierFlag_GetObjectiveActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierObjective.ApplyTimerGE
// (Event, Protected, BlueprintEvent)
// Parameters:
// float                                   TimerLength                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierObjective::ApplyTimerGE(float TimerLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "ApplyTimerGE");

	Params::AthenaBarrierObjective_ApplyTimerGE Parms{};

	Parms.TimerLength = TimerLength;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierObjective.OnGeneratorDestroyed
// (Final, Native, Public, BlueprintCallable)

void AAthenaBarrierObjective::OnGeneratorDestroyed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnGeneratorDestroyed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierObjective.OnHeadRotationSet
// (Event, Protected, BlueprintEvent)
// Parameters:
// float                                   NewYaw                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierObjective::OnHeadRotationSet(float NewYaw)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnHeadRotationSet");

	Params::AthenaBarrierObjective_OnHeadRotationSet Parms{};

	Parms.NewYaw = NewYaw;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierObjective.OnNewDamageState
// (Event, Protected, BlueprintEvent)
// Parameters:
// EBarrierObjectiveDamageState            NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierObjective::OnNewDamageState(EBarrierObjectiveDamageState NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnNewDamageState");

	Params::AthenaBarrierObjective_OnNewDamageState Parms{};

	Parms.NewState = NewState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierObjective.OnRep_FoodTeam
// (Final, Native, Protected)

void AAthenaBarrierObjective::OnRep_FoodTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnRep_FoodTeam");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierObjective.OnRep_HeadRotationYaw
// (Final, Native, Protected)

void AAthenaBarrierObjective::OnRep_HeadRotationYaw()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnRep_HeadRotationYaw");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierObjective.OnRep_ObjectiveDamageState
// (Final, Native, Protected)

void AAthenaBarrierObjective::OnRep_ObjectiveDamageState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "OnRep_ObjectiveDamageState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBarrierObjective.SetHeadMesh
// (Event, Protected, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class UStaticMesh*                      NewMesh                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NewScale                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NewOffset                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UMaterialInterface*>       MaterialsToSwap                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AAthenaBarrierObjective::SetHeadMesh(class UStaticMesh* NewMesh, const struct FVector& NewScale, const struct FVector& NewOffset, const TArray<class UMaterialInterface*>& MaterialsToSwap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "SetHeadMesh");

	Params::AthenaBarrierObjective_SetHeadMesh Parms{};

	Parms.NewMesh = NewMesh;
	Parms.NewScale = std::move(NewScale);
	Parms.NewOffset = std::move(NewOffset);
	Parms.MaterialsToSwap = std::move(MaterialsToSwap);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierObjective.UpdateInGameHealth
// (Event, Protected, BlueprintEvent)
// Parameters:
// float                                   NewHealthPercent                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBarrierObjective::UpdateInGameHealth(float NewHealthPercent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "UpdateInGameHealth");

	Params::AthenaBarrierObjective_UpdateInGameHealth Parms{};

	Parms.NewHealthPercent = NewHealthPercent;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBarrierObjective.GetFoodTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EBarrierFoodTeam                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EBarrierFoodTeam AAthenaBarrierObjective::GetFoodTeam() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "GetFoodTeam");

	Params::AthenaBarrierObjective_GetFoodTeam Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierObjective.GetObjectiveDamageState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EBarrierObjectiveDamageState            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EBarrierObjectiveDamageState AAthenaBarrierObjective::GetObjectiveDamageState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "GetObjectiveDamageState");

	Params::AthenaBarrierObjective_GetObjectiveDamageState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBarrierObjective.IsFriendlyTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAthenaBarrierObjective::IsFriendlyTeam() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBarrierObjective", "IsFriendlyTeam");

	Params::AthenaBarrierObjective_IsFriendlyTeam Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetBusPrefabClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftClassPtr<class UClass>             ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftClassPtr<class UClass> UAthenaBattleBusItemDefinition::GetBusPrefabClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetBusPrefabClass");

	Params::AthenaBattleBusItemDefinition_GetBusPrefabClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetFlightLoopingMusic
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UAthenaBattleBusItemDefinition::GetFlightLoopingMusic() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetFlightLoopingMusic");

	Params::AthenaBattleBusItemDefinition_GetFlightLoopingMusic Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetFlightLoopingSound
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UAthenaBattleBusItemDefinition::GetFlightLoopingSound() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetFlightLoopingSound");

	Params::AthenaBattleBusItemDefinition_GetFlightLoopingSound Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetIgnitionSound
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UAthenaBattleBusItemDefinition::GetIgnitionSound() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetIgnitionSound");

	Params::AthenaBattleBusItemDefinition_GetIgnitionSound Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetLobbyLoopingMusic
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UAthenaBattleBusItemDefinition::GetLobbyLoopingMusic() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetLobbyLoopingMusic");

	Params::AthenaBattleBusItemDefinition_GetLobbyLoopingMusic Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBattleBusItemDefinition.GetLobbyLoopingSound
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UAthenaBattleBusItemDefinition::GetLobbyLoopingSound() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBattleBusItemDefinition", "GetLobbyLoopingSound");

	Params::AthenaBattleBusItemDefinition_GetLobbyLoopingSound Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.AddAdditionalExplodeEffectContainer
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortGameplayEffectContainerSpec ExplodeContainer                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::AddAdditionalExplodeEffectContainer(const struct FFortGameplayEffectContainerSpec& ExplodeContainer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "AddAdditionalExplodeEffectContainer");

	Params::FortGameplayEffectDeliveryActor_AddAdditionalExplodeEffectContainer Parms{};

	Parms.ExplodeContainer = std::move(ExplodeContainer);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.BroadcastExplosion
// (Net, Native, Event, NetMulticast, Protected)
// Parameters:
// TArray<class AActor*>                   HitActors                                              (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>               HitResults                                             (ConstParm, Parm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::BroadcastExplosion(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "BroadcastExplosion");

	Params::FortGameplayEffectDeliveryActor_BroadcastExplosion Parms{};

	Parms.HitActors = std::move(HitActors);
	Parms.HitResults = std::move(HitResults);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.ChangeInstigator
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class APawn*                            NewInstigator                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::ChangeInstigator(class APawn* NewInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "ChangeInstigator");

	Params::FortGameplayEffectDeliveryActor_ChangeInstigator Parms{};

	Parms.NewInstigator = NewInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.DoExplosion
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameplayEffectDeliveryActor::DoExplosion()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoExplosion");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.DoExplosionAtLocation
// (BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          ExplosionLocation                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::DoExplosionAtLocation(const struct FVector& ExplosionLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoExplosionAtLocation");

	Params::FortGameplayEffectDeliveryActor_DoExplosionAtLocation Parms{};

	Parms.ExplosionLocation = std::move(ExplosionLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.DoSingleActorHit
// (BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bBroadcastHit                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::DoSingleActorHit(const struct FHitResult& Hit, const bool bBroadcastHit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "DoSingleActorHit");

	Params::FortGameplayEffectDeliveryActor_DoSingleActorHit Parms{};

	Parms.Hit = std::move(Hit);
	Parms.bBroadcastHit = bBroadcastHit;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.Kill
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameplayEffectDeliveryActor::Kill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "Kill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.KillTimerExpired
// (Native, Protected)

void AFortGameplayEffectDeliveryActor::KillTimerExpired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "KillTimerExpired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentOverlap
// (Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::OnComponentOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentOverlap");

	Params::FortGameplayEffectDeliveryActor_OnComponentOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnComponentTouch
// (Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// class UPrimitiveComponent*              HitComp                                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NormalImpulse                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::OnComponentTouch(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnComponentTouch");

	Params::FortGameplayEffectDeliveryActor_OnComponentTouch Parms{};

	Parms.HitComp = HitComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.NormalImpulse = std::move(NormalImpulse);
	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnExploded
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class AActor*>                   HitActors                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>               HitResults                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::OnExploded(const TArray<class AActor*>& HitActors, const TArray<struct FHitResult>& HitResults)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnExploded");

	Params::FortGameplayEffectDeliveryActor_OnExploded Parms{};

	Parms.HitActors = std::move(HitActors);
	Parms.HitResults = std::move(HitResults);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnRep_HasExplodedReplay
// (Native, Protected)

void AFortGameplayEffectDeliveryActor::OnRep_HasExplodedReplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnRep_HasExplodedReplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnRep_IsBeingKilled
// (Native, Protected)

void AFortGameplayEffectDeliveryActor::OnRep_IsBeingKilled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnRep_IsBeingKilled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.OnTouched
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bIsOverlap                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::OnTouched(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FHitResult& HitResult, bool bIsOverlap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "OnTouched");

	Params::FortGameplayEffectDeliveryActor_OnTouched Parms{};

	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.HitResult = std::move(HitResult);
	Parms.bIsOverlap = bIsOverlap;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.SetCollisionComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              NewCollisionComponent                                  (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::SetCollisionComponent(class UPrimitiveComponent* NewCollisionComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetCollisionComponent");

	Params::FortGameplayEffectDeliveryActor_SetCollisionComponent Parms{};

	Parms.NewCollisionComponent = NewCollisionComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.SetIgnoreInstigatorCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShouldIgnore                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::SetIgnoreInstigatorCollision(bool bShouldIgnore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetIgnoreInstigatorCollision");

	Params::FortGameplayEffectDeliveryActor_SetIgnoreInstigatorCollision Parms{};

	Parms.bShouldIgnore = bShouldIgnore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.SetNoiseMakingInstigatorOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NewActor                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayEffectDeliveryActor::SetNoiseMakingInstigatorOverride(class AActor* NewActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "SetNoiseMakingInstigatorOverride");

	Params::FortGameplayEffectDeliveryActor_SetNoiseMakingInstigatorOverride Parms{};

	Parms.NewActor = NewActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.GetCollisionComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UPrimitiveComponent*              ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UPrimitiveComponent* AFortGameplayEffectDeliveryActor::GetCollisionComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "GetCollisionComponent");

	Params::FortGameplayEffectDeliveryActor_GetCollisionComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayEffectDeliveryActor.IsBeingKilled
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameplayEffectDeliveryActor::IsBeingKilled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayEffectDeliveryActor", "IsBeingKilled");

	Params::FortGameplayEffectDeliveryActor_IsBeingKilled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaBigBaseWall.OnNewBarrierState
// (Event, Protected, BlueprintEvent)
// Parameters:
// EBarrierState                           NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBigBaseWall::OnNewBarrierState(EBarrierState NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "OnNewBarrierState");

	Params::AthenaBigBaseWall_OnNewBarrierState Parms{};

	Parms.NewState = NewState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBigBaseWall.OnRep_BarrierState
// (Final, Native, Protected)

void AAthenaBigBaseWall::OnRep_BarrierState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "OnRep_BarrierState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBigBaseWall.OnRep_ResetBool
// (Final, Native, Protected)

void AAthenaBigBaseWall::OnRep_ResetBool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "OnRep_ResetBool");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBigBaseWall.OnRep_TimeUntilWallComesDown
// (Final, Native, Protected)

void AAthenaBigBaseWall::OnRep_TimeUntilWallComesDown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "OnRep_TimeUntilWallComesDown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBigBaseWall.OnRep_WallGravity
// (Final, Native, Protected)

void AAthenaBigBaseWall::OnRep_WallGravity()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "OnRep_WallGravity");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaBigBaseWall.ShowOrHideTimer
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewVisibleState                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBigBaseWall::ShowOrHideTimer(bool bNewVisibleState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "ShowOrHideTimer");

	Params::AthenaBigBaseWall_ShowOrHideTimer Parms{};

	Parms.bNewVisibleState = bNewVisibleState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBigBaseWall.UpdateWallTime
// (Event, Protected, BlueprintEvent)
// Parameters:
// float                                   Digit_0                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Digit_1                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Digit_2                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Digit_3                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBigBaseWall::UpdateWallTime(float Digit_0, float Digit_1, float Digit_2, float Digit_3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "UpdateWallTime");

	Params::AthenaBigBaseWall_UpdateWallTime Parms{};

	Parms.Digit_0 = Digit_0;
	Parms.Digit_1 = Digit_1;
	Parms.Digit_2 = Digit_2;
	Parms.Digit_3 = Digit_3;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.AthenaBigBaseWall.WallStartingToComeDown
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bIsOnBurgerSide                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaBigBaseWall::WallStartingToComeDown(bool bIsOnBurgerSide)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaBigBaseWall", "WallStartingToComeDown");

	Params::AthenaBigBaseWall_WallStartingToComeDown Parms{};

	Parms.bIsOnBurgerSide = bIsOnBurgerSide;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAsyncAction_AuthorityMatchReady.MatchReadyAsync
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_AuthorityMatchReady*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_AuthorityMatchReady* UFortAsyncAction_AuthorityMatchReady::MatchReadyAsync(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_AuthorityMatchReady", "MatchReadyAsync");

	Params::FortAsyncAction_AuthorityMatchReady_MatchReadyAsync Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_TimeOfDayManagerReady.GetTimeOfDayManagerReady
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_TimeOfDayManagerReady*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_TimeOfDayManagerReady* UFortAsyncAction_TimeOfDayManagerReady::GetTimeOfDayManagerReady(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_TimeOfDayManagerReady", "GetTimeOfDayManagerReady");

	Params::FortAsyncAction_TimeOfDayManagerReady_GetTimeOfDayManagerReady Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_GameStateReady.GameStateReadyAsync
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_GameStateReady*  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_GameStateReady* UFortAsyncAction_GameStateReady::GameStateReadyAsync(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_GameStateReady", "GameStateReadyAsync");

	Params::FortAsyncAction_GameStateReady_GameStateReadyAsync Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCapturePoint.GetNumDancingPlayers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AAthenaCapturePoint::GetNumDancingPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "GetNumDancingPlayers");

	Params::AthenaCapturePoint_GetNumDancingPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCapturePoint.HasDancingPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AAthenaCapturePoint::HasDancingPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "HasDancingPlayer");

	Params::AthenaCapturePoint_HasDancingPlayer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCapturePoint.OnCapturePointActiveStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInActive                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::OnCapturePointActiveStateChange(bool bInActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnCapturePointActiveStateChange");

	Params::AthenaCapturePoint_OnCapturePointActiveStateChange Parms{};

	Parms.bInActive = bInActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnCapturePointLockStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInLocked                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::OnCapturePointLockStateChange(bool bInLocked)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnCapturePointLockStateChange");

	Params::AthenaCapturePoint_OnCapturePointLockStateChange Parms{};

	Parms.bInLocked = bInLocked;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnCapturePointStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ECapturePointState                      InState                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::OnCapturePointStateChange(ECapturePointState InState, uint8 InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnCapturePointStateChange");

	Params::AthenaCapturePoint_OnCapturePointStateChange Parms{};

	Parms.InState = InState;
	Parms.InTeam = InTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnEnterCapturePoint
// (Final, Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::OnEnterCapturePoint(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnEnterCapturePoint");

	Params::AthenaCapturePoint_OnEnterCapturePoint Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnLeaveCapturePoint
// (Final, Native, Protected)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::OnLeaveCapturePoint(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnLeaveCapturePoint");

	Params::AthenaCapturePoint_OnLeaveCapturePoint Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_bActivated
// (Final, Native, Protected)

void AAthenaCapturePoint::OnRep_bActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_bActivated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_bLocked
// (Final, Native, Protected)

void AAthenaCapturePoint::OnRep_bLocked()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_bLocked");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_bPermanentShutdown
// (Final, Native, Public)

void AAthenaCapturePoint::OnRep_bPermanentShutdown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_bPermanentShutdown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_CaptureState
// (Final, Native, Protected)

void AAthenaCapturePoint::OnRep_CaptureState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_CaptureState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_IconMaterialIndexParameter
// (Final, Native, Public)

void AAthenaCapturePoint::OnRep_IconMaterialIndexParameter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_IconMaterialIndexParameter");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.OnRep_ReplicatedCapturePercentage
// (Final, Native, Protected)

void AAthenaCapturePoint::OnRep_ReplicatedCapturePercentage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "OnRep_ReplicatedCapturePercentage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.SetActivatedState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInActivated                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AAthenaCapturePoint::SetActivatedState(bool bInActivated)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "SetActivatedState");

	Params::AthenaCapturePoint_SetActivatedState Parms{};

	Parms.bInActivated = bInActivated;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaCapturePoint.GetCaptureState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECapturePointState                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ECapturePointState AAthenaCapturePoint::GetCaptureState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCapturePoint", "GetCaptureState");

	Params::AthenaCapturePoint_GetCaptureState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortIndicator.OnParentActorEndPlay
// (Final, Native, Protected)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EEndPlayReason                          EndPlayReason                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortIndicator::OnParentActorEndPlay(class AActor* Actor, EEndPlayReason EndPlayReason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortIndicator", "OnParentActorEndPlay");

	Params::FortIndicator_OnParentActorEndPlay Parms{};

	Parms.Actor = Actor;
	Parms.EndPlayReason = EndPlayReason;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAsyncAction_RejoinSession.RejoinSession
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Param_PlayerController                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_RejoinSession*   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_RejoinSession* UFortAsyncAction_RejoinSession::RejoinSession(class AFortPlayerController* Param_PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_RejoinSession", "RejoinSession");

	Params::FortAsyncAction_RejoinSession_RejoinSession Parms{};

	Parms.Param_PlayerController = Param_PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticAccountItem.HasMultipleVariants
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAthenaCosmeticAccountItem::HasMultipleVariants()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticAccountItem", "HasMultipleVariants");

	Params::AthenaCosmeticAccountItem_HasMultipleVariants Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaCosmeticAccountItem.HasCosmeticVariance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAthenaCosmeticAccountItem::HasCosmeticVariance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaCosmeticAccountItem", "HasCosmeticVariance");

	Params::AthenaCosmeticAccountItem_HasCosmeticVariance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameLogicComponent.AddMinigameTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameLogicComponent::AddMinigameTag(const struct FGameplayTag& Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "AddMinigameTag");

	Params::FortMinigameLogicComponent_AddMinigameTag Parms{};

	Parms.Tag = std::move(Tag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.HandleMinigameEnded
// (Native, Event, Public, BlueprintEvent)

void UFortMinigameLogicComponent::HandleMinigameEnded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "HandleMinigameEnded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.HandleMinigameSet
// (Native, Event, Protected, BlueprintEvent)

void UFortMinigameLogicComponent::HandleMinigameSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "HandleMinigameSet");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.HandleMinigameStarted
// (Native, Event, Public, BlueprintEvent)

void UFortMinigameLogicComponent::HandleMinigameStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "HandleMinigameStarted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.HandlePlayspaceEditModeChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInEditMode                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameLogicComponent::HandlePlayspaceEditModeChange(bool bInEditMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "HandlePlayspaceEditModeChange");

	Params::FortMinigameLogicComponent_HandlePlayspaceEditModeChange Parms{};

	Parms.bInEditMode = bInEditMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.RemoveMinigameTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameLogicComponent::RemoveMinigameTag(const struct FGameplayTag& Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "RemoveMinigameTag");

	Params::FortMinigameLogicComponent_RemoveMinigameTag Parms{};

	Parms.Tag = std::move(Tag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameLogicComponent.TryAttachToMinigame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMinigameLogicComponent::TryAttachToMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameLogicComponent", "TryAttachToMinigame");

	Params::FortMinigameLogicComponent_TryAttachToMinigame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigamePlayerStartComponent.ResetCheckpoints
// (Final, Native, Public, BlueprintCallable)

void UFortMinigamePlayerStartComponent::ResetCheckpoints()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigamePlayerStartComponent", "ResetCheckpoints");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigamePlayerStartComponent.SetPlayerCheckpoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerState*                     Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigamePlayerStartComponent::SetPlayerCheckpoint(class APlayerState* Player, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigamePlayerStartComponent", "SetPlayerCheckpoint");

	Params::FortMinigamePlayerStartComponent_SetPlayerCheckpoint Parms{};

	Parms.Player = Player;
	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigamePlayerStartComponent.GetPlayerCheckpointValue
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerState*                     Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutValue                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMinigamePlayerStartComponent::GetPlayerCheckpointValue(class APlayerState* Player, float* OutValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigamePlayerStartComponent", "GetPlayerCheckpointValue");

	Params::FortMinigamePlayerStartComponent_GetPlayerCheckpointValue Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutValue != nullptr)
		*OutValue = Parms.OutValue;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.FindGroundLocationAt
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaSupplyDrop::FindGroundLocationAt(const struct FVector& InLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "FindGroundLocationAt");

	Params::FortAthenaSupplyDrop_FindGroundLocationAt Parms{};

	Parms.InLocation = std::move(InLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.GetSupplyDropSpawnData
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float                                   MinSpawnHeight                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxSpawnHeight                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSupplyDrop::GetSupplyDropSpawnData(float* MinSpawnHeight, float* MaxSpawnHeight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "GetSupplyDropSpawnData");

	Params::FortAthenaSupplyDrop_GetSupplyDropSpawnData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (MinSpawnHeight != nullptr)
		*MinSpawnHeight = Parms.MinSpawnHeight;

	if (MaxSpawnHeight != nullptr)
		*MaxSpawnHeight = Parms.MaxSpawnHeight;
}


// Function FortniteGame.FortAthenaSupplyDrop.OnCheckForBeingInStorm
// (Final, Native, Protected)

void AFortAthenaSupplyDrop::OnCheckForBeingInStorm()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "OnCheckForBeingInStorm");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSupplyDrop.OnDespawnDueToStorm
// (Final, Native, Public)

void AFortAthenaSupplyDrop::OnDespawnDueToStorm()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "OnDespawnDueToStorm");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSupplyDrop.OnLootSpawned
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)

void AFortAthenaSupplyDrop::OnLootSpawned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "OnLootSpawned");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSupplyDrop.SetLootTableNameOverride
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class FName                             TableNameToUse                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSupplyDrop::SetLootTableNameOverride(class FName TableNameToUse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "SetLootTableNameOverride");

	Params::FortAthenaSupplyDrop_SetLootTableNameOverride Parms{};

	Parms.TableNameToUse = TableNameToUse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSupplyDrop.SpawningLootOnDestruction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSupplyDrop::SpawningLootOnDestruction(class AController* EventInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "SpawningLootOnDestruction");

	Params::FortAthenaSupplyDrop_SpawningLootOnDestruction Parms{};

	Parms.EventInstigator = EventInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSupplyDrop.SpawnPickup
// (Final, BlueprintAuthorityOnly, Native, Protected, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToSpawn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        TriggeringPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* AFortAthenaSupplyDrop::SpawnPickup(class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, class AFortPawn* TriggeringPawn, const struct FVector& Position, const struct FVector& Direction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "SpawnPickup");

	Params::FortAthenaSupplyDrop_SpawnPickup Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToSpawn = NumberToSpawn;
	Parms.TriggeringPawn = TriggeringPawn;
	Parms.Position = std::move(Position);
	Parms.Direction = std::move(Direction);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.SpawnPickupFromItemEntry
// (Final, BlueprintAuthorityOnly, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortItemEntry                   InItemEntry                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   NumberToSpawn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        TriggeringPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* AFortAthenaSupplyDrop::SpawnPickupFromItemEntry(class UFortWorldItemDefinition* ItemDefinition, const struct FFortItemEntry& InItemEntry, int32 NumberToSpawn, class AFortPawn* TriggeringPawn, const struct FVector& Position, const struct FVector& Direction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "SpawnPickupFromItemEntry");

	Params::FortAthenaSupplyDrop_SpawnPickupFromItemEntry Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.InItemEntry = std::move(InItemEntry);
	Parms.NumberToSpawn = NumberToSpawn;
	Parms.TriggeringPawn = TriggeringPawn;
	Parms.Position = std::move(Position);
	Parms.Direction = std::move(Direction);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.GroundTrace
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          TraceStart                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          TraceEnd                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       OutHit                                                 (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSupplyDrop::GroundTrace(const struct FVector& TraceStart, const struct FVector& TraceEnd, struct FHitResult* OutHit) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "GroundTrace");

	Params::FortAthenaSupplyDrop_GroundTrace Parms{};

	Parms.TraceStart = std::move(TraceStart);
	Parms.TraceEnd = std::move(TraceEnd);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHit != nullptr)
		*OutHit = std::move(Parms.OutHit);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.IsPlayingAReplay
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSupplyDrop::IsPlayingAReplay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "IsPlayingAReplay");

	Params::FortAthenaSupplyDrop_IsPlayingAReplay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSupplyDrop.SendSpawnLootAnalytics
// (Final, BlueprintAuthorityOnly, Native, Protected, HasOutParams, BlueprintCallable, Const)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemEntry>           ItemsToSpawn                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaSupplyDrop::SendSpawnLootAnalytics(class AFortPlayerController* FortPC, const TArray<struct FFortItemEntry>& ItemsToSpawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSupplyDrop", "SendSpawnLootAnalytics");

	Params::FortAthenaSupplyDrop_SendSpawnLootAnalytics Parms{};

	Parms.FortPC = FortPC;
	Parms.ItemsToSpawn = std::move(ItemsToSpawn);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.ActivateCraftingTable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost*     FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::ActivateCraftingTable(class AFortPlayerControllerOutpost* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "ActivateCraftingTable");

	Params::FortOutpostFunctionLibrary_ActivateCraftingTable Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.DeactivateCraftingTable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerOutpost*     FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::DeactivateCraftingTable(class AFortPlayerControllerOutpost* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "DeactivateCraftingTable");

	Params::FortOutpostFunctionLibrary_DeactivateCraftingTable Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.DeployOutpostBuildingTagOnPlacementTag
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     BuildingTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     PlacementTag                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortOutpostFunctionLibrary::DeployOutpostBuildingTagOnPlacementTag(class UObject* WorldContextObject, const struct FGameplayTag& BuildingTag, const struct FGameplayTag& PlacementTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "DeployOutpostBuildingTagOnPlacementTag");

	Params::FortOutpostFunctionLibrary_DeployOutpostBuildingTagOnPlacementTag Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BuildingTag = std::move(BuildingTag);
	Parms.PlacementTag = std::move(PlacementTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.FlushTransferRequests
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::FlushTransferRequests(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "FlushTransferRequests");

	Params::FortOutpostFunctionLibrary_FlushTransferRequests Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostBuildingItemDefinition
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EOutpostBuildings                       Building                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortOutpostItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortOutpostItemDefinition* UFortOutpostFunctionLibrary::GetOutpostBuildingItemDefinition(class UObject* WorldContextObject, EOutpostBuildings Building)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostBuildingItemDefinition");

	Params::FortOutpostFunctionLibrary_GetOutpostBuildingItemDefinition Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Building = Building;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostBuildingTagFromPlacementTag
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     PlacementTag                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortOutpostFunctionLibrary::GetOutpostBuildingTagFromPlacementTag(class UObject* WorldContextObject, const struct FGameplayTag& PlacementTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostBuildingTagFromPlacementTag");

	Params::FortOutpostFunctionLibrary_GetOutpostBuildingTagFromPlacementTag Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.PlacementTag = std::move(PlacementTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostOwner
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerControllerOutpost*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerControllerOutpost* UFortOutpostFunctionLibrary::GetOutpostOwner(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostOwner");

	Params::FortOutpostFunctionLibrary_GetOutpostOwner Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.GetOutpostQuestMissionConfigData
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ConfigTag                                              (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionConfigData*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMissionConfigData* UFortOutpostFunctionLibrary::GetOutpostQuestMissionConfigData(class UObject* WorldContextObject, const struct FGameplayTag& ConfigTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetOutpostQuestMissionConfigData");

	Params::FortOutpostFunctionLibrary_GetOutpostQuestMissionConfigData Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ConfigTag = std::move(ConfigTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.GetPlacementTagFromOutpostBuildingTag
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     BuildingTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortOutpostFunctionLibrary::GetPlacementTagFromOutpostBuildingTag(class UObject* WorldContextObject, const struct FGameplayTag& BuildingTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "GetPlacementTagFromOutpostBuildingTag");

	Params::FortOutpostFunctionLibrary_GetPlacementTagFromOutpostBuildingTag Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BuildingTag = std::move(BuildingTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostFunctionLibrary.SetCriticalMissionJoinability
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bJoinable                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::SetCriticalMissionJoinability(class UObject* WorldContextObject, bool bJoinable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetCriticalMissionJoinability");

	Params::FortOutpostFunctionLibrary_SetCriticalMissionJoinability Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bJoinable = bJoinable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostDefenseActive
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::SetOutpostDefenseActive(class UObject* WorldContextObject, bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostDefenseActive");

	Params::FortOutpostFunctionLibrary_SetOutpostDefenseActive Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bActive = bActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.SetOutpostGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::SetOutpostGameDifficultyRow(class UObject* WorldContextObject, const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "SetOutpostGameDifficultyRow");

	Params::FortOutpostFunctionLibrary_SetOutpostGameDifficultyRow Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.TransferItemFromStorage
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem*                   Item                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::TransferItemFromStorage(class AFortPlayerController* Player, class UFortWorldItem* Item, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "TransferItemFromStorage");

	Params::FortOutpostFunctionLibrary_TransferItemFromStorage Parms{};

	Parms.Player = Player;
	Parms.Item = Item;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostFunctionLibrary.TransferItemToStorage
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem*                   Item                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostFunctionLibrary::TransferItemToStorage(class AFortPlayerController* Player, class UFortWorldItem* Item, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostFunctionLibrary", "TransferItemToStorage");

	Params::FortOutpostFunctionLibrary_TransferItemToStorage Parms{};

	Parms.Player = Player;
	Parms.Item = Item;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAsyncAction_OpenChoiceUI.OpenChoiceUI
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Param_PlayerController                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FChoiceData                      Param_ChoiceItems                                      (Parm, NativeAccessSpecifierPublic)
// class UFortAsyncAction_OpenChoiceUI*    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_OpenChoiceUI* UFortAsyncAction_OpenChoiceUI::OpenChoiceUI(class AFortPlayerController* Param_PlayerController, const struct FChoiceData& Param_ChoiceItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_OpenChoiceUI", "OpenChoiceUI");

	Params::FortAsyncAction_OpenChoiceUI_OpenChoiceUI Parms{};

	Parms.Param_PlayerController = Param_PlayerController;
	Parms.Param_ChoiceItems = std::move(Param_ChoiceItems);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingRift.BP_Cosmetic_Idle
// (Event, Protected, BlueprintEvent)

void ABuildingRift::BP_Cosmetic_Idle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "BP_Cosmetic_Idle");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.BP_Cosmetic_Intro
// (Event, Protected, BlueprintEvent)

void ABuildingRift::BP_Cosmetic_Intro()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "BP_Cosmetic_Intro");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.BP_Cosmetic_RampUp
// (Event, Protected, BlueprintEvent)

void ABuildingRift::BP_Cosmetic_RampUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "BP_Cosmetic_RampUp");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.BP_Cosmetic_ShouldDie
// (Event, Protected, BlueprintEvent)

void ABuildingRift::BP_Cosmetic_ShouldDie()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "BP_Cosmetic_ShouldDie");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.BroadcastRiftSpawningAI
// (Net, Native, Event, NetMulticast, Public)

void ABuildingRift::BroadcastRiftSpawningAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "BroadcastRiftSpawningAI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingRift.OnActivated
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingRift::OnActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.OnDeactivated
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingRift::OnDeactivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnDeactivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.OnFinishedEncounterSpawn
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIPawn*                      SpawnedAI                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingRift::OnFinishedEncounterSpawn(class AFortAIPawn* SpawnedAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnFinishedEncounterSpawn");

	Params::BuildingRift_OnFinishedEncounterSpawn Parms{};

	Parms.SpawnedAI = SpawnedAI;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingRift.OnGameDifficultyChanged
// (Final, Native, Private)

void ABuildingRift::OnGameDifficultyChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnGameDifficultyChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingRift.OnPlaced
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingRift::OnPlaced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnPlaced");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.OnRemoved
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingRift::OnRemoved()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnRemoved");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.OnRep_CosmeticState
// (Final, Native, Private)

void ABuildingRift::OnRep_CosmeticState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnRep_CosmeticState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingRift.OnRep_RiftIsActive
// (Final, Native, Public)

void ABuildingRift::OnRep_RiftIsActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingRift.OnRep_RiftIsVisible
// (Final, Native, Public)

void ABuildingRift::OnRep_RiftIsVisible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnRep_RiftIsVisible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingRift.OnSpawnAI
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingRift::OnSpawnAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnSpawnAI");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingRift.OnStartedEncounterSpawn
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIPawn*                      SpawnedAI                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingRift::OnStartedEncounterSpawn(class AFortAIPawn* SpawnedAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingRift", "OnStartedEncounterSpawn");

	Params::BuildingRift_OnStartedEncounterSpawn Parms{};

	Parms.SpawnedAI = SpawnedAI;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayMutator.OnRep_bMutatorActive
// (Native, Protected)

void AFortGameplayMutator::OnRep_bMutatorActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayMutator", "OnRep_bMutatorActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayMutator.SetMutatorActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayMutator::SetMutatorActive(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayMutator", "SetMutatorActive");

	Params::FortGameplayMutator_SetMutatorActive Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayMutator.IsMutatorActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameplayMutator::IsMutatorActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayMutator", "IsMutatorActive");

	Params::FortGameplayMutator_IsMutatorActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFXManager.AddLightAnimationIntensity
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ULightComponent*                  LightComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EndValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      LerpCurve                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOneMinusLerpValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddLightAnimationIntensity(class UObject* WorldContextObject, class ULightComponent* LightComp, float StartValue, float EndValue, class UCurveFloat* LerpCurve, bool bOneMinusLerpValue, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddLightAnimationIntensity");

	Params::FortFXManager_AddLightAnimationIntensity Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LightComp = LightComp;
	Parms.StartValue = StartValue;
	Parms.EndValue = EndValue;
	Parms.LerpCurve = LerpCurve;
	Parms.bOneMinusLerpValue = bOneMinusLerpValue;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddMIDAnimationColor
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         Mid                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     StartValue                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     EndValue                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      LerpCurve                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOneMinusLerpValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddMIDAnimationColor(class UObject* WorldContextObject, class UMaterialInstanceDynamic* Mid, class FName ParamName, const struct FLinearColor& StartValue, const struct FLinearColor& EndValue, class UCurveFloat* LerpCurve, bool bOneMinusLerpValue, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddMIDAnimationColor");

	Params::FortFXManager_AddMIDAnimationColor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Mid = Mid;
	Parms.ParamName = ParamName;
	Parms.StartValue = std::move(StartValue);
	Parms.EndValue = std::move(EndValue);
	Parms.LerpCurve = LerpCurve;
	Parms.bOneMinusLerpValue = bOneMinusLerpValue;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddMIDAnimationColorCurve
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         Mid                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveLinearColor*                ColorCurve                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddMIDAnimationColorCurve(class UObject* WorldContextObject, class UMaterialInstanceDynamic* Mid, class FName ParamName, class UCurveLinearColor* ColorCurve, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddMIDAnimationColorCurve");

	Params::FortFXManager_AddMIDAnimationColorCurve Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Mid = Mid;
	Parms.ParamName = ParamName;
	Parms.ColorCurve = ColorCurve;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddMIDAnimationFloat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         Mid                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EndValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      LerpCurve                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOneMinusLerpValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddMIDAnimationFloat(class UObject* WorldContextObject, class UMaterialInstanceDynamic* Mid, class FName ParamName, float StartValue, float EndValue, class UCurveFloat* LerpCurve, bool bOneMinusLerpValue, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddMIDAnimationFloat");

	Params::FortFXManager_AddMIDAnimationFloat Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Mid = Mid;
	Parms.ParamName = ParamName;
	Parms.StartValue = StartValue;
	Parms.EndValue = EndValue;
	Parms.LerpCurve = LerpCurve;
	Parms.bOneMinusLerpValue = bOneMinusLerpValue;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddParticleAnimationFloat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         ParticleSystemComp                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartValue                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EndValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      LerpCurve                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOneMinusLerpValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddParticleAnimationFloat(class UObject* WorldContextObject, class UParticleSystemComponent* ParticleSystemComp, class FName ParamName, float StartValue, float EndValue, class UCurveFloat* LerpCurve, bool bOneMinusLerpValue, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddParticleAnimationFloat");

	Params::FortFXManager_AddParticleAnimationFloat Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ParticleSystemComp = ParticleSystemComp;
	Parms.ParamName = ParamName;
	Parms.StartValue = StartValue;
	Parms.EndValue = EndValue;
	Parms.LerpCurve = LerpCurve;
	Parms.bOneMinusLerpValue = bOneMinusLerpValue;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddSplineMeshScaleAnimation
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineMeshComponent*             SplineMesh                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartScaleStart                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartScaleEnd                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EndScaleStart                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EndScaleEnd                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      LerpCurve                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOneMinusLerpValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayReverse                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddSplineMeshScaleAnimation(class UObject* WorldContextObject, class USplineMeshComponent* SplineMesh, float StartScaleStart, float StartScaleEnd, float EndScaleStart, float EndScaleEnd, class UCurveFloat* LerpCurve, bool bOneMinusLerpValue, float Duration, bool bPlayReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddSplineMeshScaleAnimation");

	Params::FortFXManager_AddSplineMeshScaleAnimation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SplineMesh = SplineMesh;
	Parms.StartScaleStart = StartScaleStart;
	Parms.StartScaleEnd = StartScaleEnd;
	Parms.EndScaleStart = EndScaleStart;
	Parms.EndScaleEnd = EndScaleEnd;
	Parms.LerpCurve = LerpCurve;
	Parms.bOneMinusLerpValue = bOneMinusLerpValue;
	Parms.Duration = Duration;
	Parms.bPlayReverse = bPlayReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.AddSplineMeshSnapAnimation
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class USplineMeshComponent*>     SplineMeshes                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class USplineComponent*                 TargetSpline                                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveFloat*                      GrowthCurve                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayGrowthReverse                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::AddSplineMeshSnapAnimation(class UObject* WorldContextObject, const TArray<class USplineMeshComponent*>& SplineMeshes, class USplineComponent* TargetSpline, class UCurveFloat* GrowthCurve, float Duration, bool bPlayGrowthReverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "AddSplineMeshSnapAnimation");

	Params::FortFXManager_AddSplineMeshSnapAnimation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SplineMeshes = std::move(SplineMeshes);
	Parms.TargetSpline = TargetSpline;
	Parms.GrowthCurve = GrowthCurve;
	Parms.Duration = Duration;
	Parms.bPlayGrowthReverse = bPlayGrowthReverse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.GetPickupRarityMID
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPickupEffect*                PickupObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              Component                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Rarity                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNeedsToBeInitialized                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortFXManager::GetPickupRarityMID(class AFortPickupEffect* PickupObject, class UPrimitiveComponent* Component, int32 ElementIndex, int32 Rarity, bool* bNeedsToBeInitialized)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "GetPickupRarityMID");

	Params::FortFXManager_GetPickupRarityMID Parms{};

	Parms.PickupObject = PickupObject;
	Parms.Component = Component;
	Parms.ElementIndex = ElementIndex;
	Parms.Rarity = Rarity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bNeedsToBeInitialized != nullptr)
		*bNeedsToBeInitialized = Parms.bNeedsToBeInitialized;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFXManager.GetPickupStretchMIDFromPool
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPickupEffect*                PickupObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface*               SourceMaterial                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              Component                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNeedsToBeInitialized                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortFXManager::GetPickupStretchMIDFromPool(class AFortPickupEffect* PickupObject, class UMaterialInterface* SourceMaterial, class UPrimitiveComponent* Component, int32 ElementIndex, bool* bNeedsToBeInitialized)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "GetPickupStretchMIDFromPool");

	Params::FortFXManager_GetPickupStretchMIDFromPool Parms{};

	Parms.PickupObject = PickupObject;
	Parms.SourceMaterial = SourceMaterial;
	Parms.Component = Component;
	Parms.ElementIndex = ElementIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bNeedsToBeInitialized != nullptr)
		*bNeedsToBeInitialized = Parms.bNeedsToBeInitialized;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFXManager.RemoveLightAnimations
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ULightComponent*                  LightComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::RemoveLightAnimations(class UObject* WorldContextObject, class ULightComponent* LightComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "RemoveLightAnimations");

	Params::FortFXManager_RemoveLightAnimations Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LightComp = LightComp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.RemoveMIDAnimations
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         Mid                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::RemoveMIDAnimations(class UObject* WorldContextObject, class UMaterialInstanceDynamic* Mid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "RemoveMIDAnimations");

	Params::FortFXManager_RemoveMIDAnimations Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Mid = Mid;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.RemoveParticleAnimations
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         ParticleSystemComp                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::RemoveParticleAnimations(class UObject* WorldContextObject, class UParticleSystemComponent* ParticleSystemComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "RemoveParticleAnimations");

	Params::FortFXManager_RemoveParticleAnimations Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ParticleSystemComp = ParticleSystemComp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.RemoveSplineMeshAnimations
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineMeshComponent*             SplineMesh                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::RemoveSplineMeshAnimations(class UObject* WorldContextObject, class USplineMeshComponent* SplineMesh)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "RemoveSplineMeshAnimations");

	Params::FortFXManager_RemoveSplineMeshAnimations Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SplineMesh = SplineMesh;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.ReturnFXActorToPool
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           FXActor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::ReturnFXActorToPool(class UObject* WorldContextObject, class AActor* FXActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "ReturnFXActorToPool");

	Params::FortFXManager_ReturnFXActorToPool Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.FXActor = FXActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.ReturnPickupStretchMIDToPool
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPickupEffect*                PickupObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              Component                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFXManager::ReturnPickupStretchMIDToPool(class AFortPickupEffect* PickupObject, class UPrimitiveComponent* Component, int32 ElementIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "ReturnPickupStretchMIDToPool");

	Params::FortFXManager_ReturnPickupStretchMIDToPool Parms{};

	Parms.PickupObject = PickupObject;
	Parms.Component = Component;
	Parms.ElementIndex = ElementIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXManager.SpawnPooledFXActor
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               FXActorClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       SpawnTransform                                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortFXManager::SpawnPooledFXActor(class UObject* WorldContextObject, TSubclassOf<class AActor> FXActorClass, const struct FTransform& SpawnTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortFXManager", "SpawnPooledFXActor");

	Params::FortFXManager_SpawnPooledFXActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.FXActorClass = FXActorClass;
	Parms.SpawnTransform = std::move(SpawnTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaExitCraft.CheatDepart
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaExitCraft::CheatDepart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "CheatDepart");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnDepartFinished
// (Final, Native, Protected)

void AFortAthenaExitCraft::OnDepartFinished()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnDepartFinished");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnMoveEnd
// (Event, Protected, BlueprintEvent)

void AFortAthenaExitCraft::OnMoveEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnMoveEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaExitCraft.OnMoveStart
// (Event, Protected, BlueprintEvent)

void AFortAthenaExitCraft::OnMoveStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnMoveStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaExitCraft.OnNewState
// (Event, Protected, BlueprintEvent)
// Parameters:
// EExitCraftState                         NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaExitCraft::OnNewState(EExitCraftState NewState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnNewState");

	Params::FortAthenaExitCraft_OnNewState Parms{};

	Parms.NewState = NewState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaExitCraft.OnOverlapEnd
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor*                           TestActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaExitCraft::OnOverlapEnd(class AActor* TestActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnOverlapEnd");

	Params::FortAthenaExitCraft_OnOverlapEnd Parms{};

	Parms.TestActor = TestActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnOverlapStart
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor*                           TestActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaExitCraft::OnOverlapStart(class AActor* TestActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnOverlapStart");

	Params::FortAthenaExitCraft_OnOverlapStart Parms{};

	Parms.TestActor = TestActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRemakeMIDs
// (Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortAthenaExitCraft::OnRemakeMIDs()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRemakeMIDs");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_BalloonActor
// (Final, Native, Protected)

void AFortAthenaExitCraft::OnRep_BalloonActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_BalloonActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_CurrentState
// (Final, Native, Protected)

void AFortAthenaExitCraft::OnRep_CurrentState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_CurrentState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_LocationLerpData
// (Final, Native, Private)

void AFortAthenaExitCraft::OnRep_LocationLerpData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_LocationLerpData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_QualifyingPlayers
// (Final, Native, Protected)

void AFortAthenaExitCraft::OnRep_QualifyingPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_QualifyingPlayers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_RotationLerpData
// (Final, Native, Private)

void AFortAthenaExitCraft::OnRep_RotationLerpData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_RotationLerpData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.OnRep_VehicleSkinIndex
// (Final, Native, Protected)

void AFortAthenaExitCraft::OnRep_VehicleSkinIndex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "OnRep_VehicleSkinIndex");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaExitCraft.GetBalloonLocation
// (Event, Protected, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAthenaExitCraft::GetBalloonLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaExitCraft", "GetBalloonLocation");

	Params::FortAthenaExitCraft_GetBalloonLocation Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaGliderItemDefinition.GetOverrideSkelMeshPtr
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class USkeletalMesh>     ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class USkeletalMesh> UAthenaGliderItemDefinition::GetOverrideSkelMeshPtr() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaGliderItemDefinition", "GetOverrideSkelMeshPtr");

	Params::AthenaGliderItemDefinition_GetOverrideSkelMeshPtr Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaGliderItemDefinition.GetParachutePrefabClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortPlayerParachute> ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortPlayerParachute> UAthenaGliderItemDefinition::GetParachutePrefabClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaGliderItemDefinition", "GetParachutePrefabClass");

	Params::AthenaGliderItemDefinition_GetParachutePrefabClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaLowGravZone.OnVehicleEnterZone
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityMultiplier                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaLowGravZone::OnVehicleEnterZone(class AFortAthenaVehicle* Vehicle, float GravityMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaLowGravZone", "OnVehicleEnterZone");

	Params::FortAthenaLowGravZone_OnVehicleEnterZone Parms{};

	Parms.Vehicle = Vehicle;
	Parms.GravityMultiplier = GravityMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaLowGravZone.OnVehicleExitZone
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaLowGravZone::OnVehicleExitZone(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaLowGravZone", "OnVehicleExitZone");

	Params::FortAthenaLowGravZone_OnVehicleExitZone Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWorker.GetWorkerTypeBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorkerType*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorkerType* UFortWorker::GetWorkerTypeBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorker", "GetWorkerTypeBP");

	Params::FortWorker_GetWorkerTypeBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaItemWrapDefinition.GetMaterial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EItemWrapMaterialType                   MaterialType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInterface*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInterface* UAthenaItemWrapDefinition::GetMaterial(EItemWrapMaterialType MaterialType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaItemWrapDefinition", "GetMaterial");

	Params::AthenaItemWrapDefinition_GetMaterial Parms{};

	Parms.MaterialType = MaterialType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepDefenseManager.GetNumberAliveEnemies
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortKeepDefenseManager::GetNumberAliveEnemies()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "GetNumberAliveEnemies");

	Params::FortKeepDefenseManager_GetNumberAliveEnemies Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepDefenseManager.GetWaveDescription
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortKeepDefenseManager::GetWaveDescription()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "GetWaveDescription");

	Params::FortKeepDefenseManager_GetWaveDescription Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepDefenseManager.GoToNextWave
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortKeepDefenseManager::GoToNextWave()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "GoToNextWave");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKeepDefenseManager.SkipWarmup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortKeepDefenseManager::SkipWarmup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "SkipWarmup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKeepDefenseManager.StartAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EncounterDifficultyLevel                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AliveMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* AFortKeepDefenseManager::StartAIEncounter(TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, class UFortAISpawnGroupProgressionInfo* SpawnGroupProgressionInfo, int32 ActivationDelay, int32 EncounterDifficultyLevel, float AliveMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "StartAIEncounter");

	Params::FortKeepDefenseManager_StartAIEncounter Parms{};

	Parms.EncounterTemplate = EncounterTemplate;
	Parms.TargetActor = TargetActor;
	Parms.SpawnGroupProgressionInfo = SpawnGroupProgressionInfo;
	Parms.ActivationDelay = ActivationDelay;
	Parms.EncounterDifficultyLevel = EncounterDifficultyLevel;
	Parms.AliveMultiplier = AliveMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepDefenseManager.StartEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortKeepEventInfo*               EventTemplate                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DifficultyLevelOffset                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortKeepDefenseManager::StartEvent(class UFortKeepEventInfo* EventTemplate, int32 DifficultyLevelOffset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "StartEvent");

	Params::FortKeepDefenseManager_StartEvent Parms{};

	Parms.EventTemplate = EventTemplate;
	Parms.DifficultyLevelOffset = DifficultyLevelOffset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKeepDefenseManager.StartEventFromList
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortKeepEventList*               EventList                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventNumber                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortKeepDefenseManager::StartEventFromList(class UFortKeepEventList* EventList, int32 EventNumber)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "StartEventFromList");

	Params::FortKeepDefenseManager_StartEventFromList Parms{};

	Parms.EventList = EventList;
	Parms.EventNumber = EventNumber;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKeepDefenseManager.StopEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortKeepDefenseManager::StopEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepDefenseManager", "StopEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaLayoutRequirementData.SpawnMatchingLayoutRequirement
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchResourceType                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingLayoutRequirement*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingLayoutRequirement* UAthenaLayoutRequirementData::SpawnMatchingLayoutRequirement(class ABuildingSMActor* SourceActor, bool bMatchResourceType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaLayoutRequirementData", "SpawnMatchingLayoutRequirement");

	Params::AthenaLayoutRequirementData_SpawnMatchingLayoutRequirement Parms{};

	Parms.SourceActor = SourceActor;
	Parms.bMatchResourceType = bMatchResourceType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaLayoutRequirementData.FindMatchingLayoutRequirementClass
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 BuildingActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor>     MatchingClass                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAthenaLayoutRequirementData::FindMatchingLayoutRequirementClass(class ABuildingSMActor* BuildingActor, TSubclassOf<class ABuildingSMActor>* MatchingClass) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaLayoutRequirementData", "FindMatchingLayoutRequirementClass");

	Params::AthenaLayoutRequirementData_FindMatchingLayoutRequirementClass Parms{};

	Parms.BuildingActor = BuildingActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (MatchingClass != nullptr)
		*MatchingClass = Parms.MatchingClass;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.AddRegenItemToInventoryOwner
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortInventoryOwnerInterface>InventoryOwner                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         RegenItemDefinition                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToGive                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNotifyPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::AddRegenItemToInventoryOwner(TScriptInterface<class IFortInventoryOwnerInterface> InventoryOwner, const class UFortWorldItemDefinition* RegenItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "AddRegenItemToInventoryOwner");

	Params::FortKismetLibrary_AddRegenItemToInventoryOwner Parms{};

	Parms.InventoryOwner = InventoryOwner;
	Parms.RegenItemDefinition = RegenItemDefinition;
	Parms.NumberToGive = NumberToGive;
	Parms.bNotifyPlayer = bNotifyPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.AddScoringEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            TargetTags                                             (Parm, NativeAccessSpecifierPublic)

void UFortKismetLibrary::AddScoringEvent(class AFortPlayerController* Controller, const struct FGameplayTagContainer& TargetTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "AddScoringEvent");

	Params::FortKismetLibrary_AddScoringEvent Parms{};

	Parms.Controller = Controller;
	Parms.TargetTags = std::move(TargetTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FTieredWaveSetData               WaveData                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           EncounterSettings                                      (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortEncounterSettings UFortKismetLibrary::ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings(const struct FTieredWaveSetData& WaveData, struct FFortEncounterSettings& EncounterSettings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings");

	Params::FortKismetLibrary_ApplyEncounterOptionOverridesFromWaveDataToEncounterSettings Parms{};

	Parms.WaveData = std::move(WaveData);
	Parms.EncounterSettings = std::move(EncounterSettings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	EncounterSettings = std::move(Parms.EncounterSettings);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentDamageToActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           DamageTargetActor                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EnvironmentDamage                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            AdditionalContextTags                                  (Parm, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect>      EnvironmentDamageGE                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ApplyGlobalEnvironmentDamageToActor(class AActor* DamageTargetActor, float EnvironmentDamage, const struct FGameplayTagContainer& AdditionalContextTags, TSubclassOf<class UGameplayEffect> EnvironmentDamageGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentDamageToActor");

	Params::FortKismetLibrary_ApplyGlobalEnvironmentDamageToActor Parms{};

	Parms.DamageTargetActor = DamageTargetActor;
	Parms.EnvironmentDamage = EnvironmentDamage;
	Parms.AdditionalContextTags = std::move(AdditionalContextTags);
	Parms.EnvironmentDamageGE = EnvironmentDamageGE;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ApplyGlobalEnvironmentGameplayEffectToActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           EffectTargetActor                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayEffect>      GameplayEffect                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            AdditionalContextTags                                  (Parm, NativeAccessSpecifierPublic)
// struct FActiveGameplayEffectHandle      ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FActiveGameplayEffectHandle UFortKismetLibrary::ApplyGlobalEnvironmentGameplayEffectToActor(class AActor* EffectTargetActor, TSubclassOf<class UGameplayEffect> GameplayEffect, int32 GameplayEffectLevel, const struct FGameplayTagContainer& AdditionalContextTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ApplyGlobalEnvironmentGameplayEffectToActor");

	Params::FortKismetLibrary_ApplyGlobalEnvironmentGameplayEffectToActor Parms{};

	Parms.EffectTargetActor = EffectTargetActor;
	Parms.GameplayEffect = GameplayEffect;
	Parms.GameplayEffectLevel = GameplayEffectLevel;
	Parms.AdditionalContextTags = std::move(AdditionalContextTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.AreAthenaVehiclesEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::AreAthenaVehiclesEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "AreAthenaVehiclesEnabled");

	Params::FortKismetLibrary_AreAthenaVehiclesEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.AreCampaignVehiclesEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::AreCampaignVehiclesEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "AreCampaignVehiclesEnabled");

	Params::FortKismetLibrary_AreCampaignVehiclesEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.AuthorityGetFortPossessedPlayerPawns
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerPawn*>          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerPawn*> UFortKismetLibrary::AuthorityGetFortPossessedPlayerPawns(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "AuthorityGetFortPossessedPlayerPawns");

	Params::FortKismetLibrary_AuthorityGetFortPossessedPlayerPawns Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.BroadcastAbilityImpactAtLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       InSound                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::BroadcastAbilityImpactAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, class UObject* Instigator, const struct FVector& Position, float Radius, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastAbilityImpactAtLocation");

	Params::FortKismetLibrary_BroadcastAbilityImpactAtLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InSound = InSound;
	Parms.Instigator = Instigator;
	Parms.Position = std::move(Position);
	Parms.Radius = Radius;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.BroadcastAbilitySpinThrustAtLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       InSound                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::BroadcastAbilitySpinThrustAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, class UObject* Instigator, const struct FVector& Position, float Radius, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastAbilitySpinThrustAtLocation");

	Params::FortKismetLibrary_BroadcastAbilitySpinThrustAtLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InSound = InSound;
	Parms.Instigator = Instigator;
	Parms.Position = std::move(Position);
	Parms.Radius = Radius;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.BroadcastMessage
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             MESSAGE                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortKismetLibrary::BroadcastMessage(class UObject* WorldContextObject, const class FText& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastMessage");

	Params::FortKismetLibrary_BroadcastMessage Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.BroadcastPlayerImpactAtLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController*                Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Loudness                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRelativePosition                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::BroadcastPlayerImpactAtLocation(class UObject* WorldContextObject, class APlayerController* Player, const struct FVector& Position, float* Loudness, float* Duration, bool bRelativePosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastPlayerImpactAtLocation");

	Params::FortKismetLibrary_BroadcastPlayerImpactAtLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Player = Player;
	Parms.Position = std::move(Position);
	Parms.bRelativePosition = bRelativePosition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Loudness != nullptr)
		*Loudness = Parms.Loudness;

	if (Duration != nullptr)
		*Duration = Parms.Duration;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.BroadcastSound
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       InSound                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeMultiplier                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::BroadcastSound(class UObject* WorldContextObject, class USoundBase* InSound, float VolumeMultiplier, float PitchMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSound");

	Params::FortKismetLibrary_BroadcastSound Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InSound = InSound;
	Parms.VolumeMultiplier = VolumeMultiplier;
	Parms.PitchMultiplier = PitchMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.BroadcastSoundAtLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       InSound                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeMultiplier                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::BroadcastSoundAtLocation(class UObject* WorldContextObject, class USoundBase* InSound, const struct FVector& Location, float VolumeMultiplier, float PitchMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "BroadcastSoundAtLocation");

	Params::FortKismetLibrary_BroadcastSoundAtLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InSound = InSound;
	Parms.Location = std::move(Location);
	Parms.VolumeMultiplier = VolumeMultiplier;
	Parms.PitchMultiplier = PitchMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ClearTutorialHighlights
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ClearTutorialHighlights(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ClearTutorialHighlights");

	Params::FortKismetLibrary_ClearTutorialHighlights Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.CloseTalkingHead
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::CloseTalkingHead(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "CloseTalkingHead");

	Params::FortKismetLibrary_CloseTalkingHead Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ConvertToGameTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InRealTime                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::ConvertToGameTime(class UObject* WorldContextObject, float InRealTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToGameTime");

	Params::FortKismetLibrary_ConvertToGameTime Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InRealTime = InRealTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ConvertToRealTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InGameTime                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::ConvertToRealTime(class UObject* WorldContextObject, float InGameTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ConvertToRealTime");

	Params::FortKismetLibrary_ConvertToRealTime Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InGameTime = InGameTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.CopyHideElements
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic*         SourceMID                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         TargetMID                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::CopyHideElements(class UMaterialInstanceDynamic* SourceMID, class UMaterialInstanceDynamic* TargetMID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "CopyHideElements");

	Params::FortKismetLibrary_CopyHideElements Parms{};

	Parms.SourceMID = SourceMID;
	Parms.TargetMID = TargetMID;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.CopyJerseyElements
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic*         SourceMID                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         TargetMID                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::CopyJerseyElements(class UMaterialInstanceDynamic* SourceMID, class UMaterialInstanceDynamic* TargetMID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "CopyJerseyElements");

	Params::FortKismetLibrary_CopyJerseyElements Parms{};

	Parms.SourceMID = SourceMID;
	Parms.TargetMID = TargetMID;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.CreateNewSplineObject
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          Param_Outer                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortSpline*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortSpline* UFortKismetLibrary::CreateNewSplineObject(class UObject* Param_Outer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "CreateNewSplineObject");

	Params::FortKismetLibrary_CreateNewSplineObject Parms{};

	Parms.Param_Outer = Param_Outer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.DebugBoxSendToAll
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Center                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Extent                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::DebugBoxSendToAll(class UObject* WorldContextObject, const struct FVector& Center, const struct FVector& Extent, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DebugBoxSendToAll");

	Params::FortKismetLibrary_DebugBoxSendToAll Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Center = std::move(Center);
	Parms.Extent = std::move(Extent);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.DebugCapsuleSendToAll
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Center                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   HalfHeight                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FQuat                            Rotation                                               (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::DebugCapsuleSendToAll(class UObject* WorldContextObject, const struct FVector& Center, float HalfHeight, float Radius, const struct FQuat& Rotation, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DebugCapsuleSendToAll");

	Params::FortKismetLibrary_DebugCapsuleSendToAll Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Center = std::move(Center);
	Parms.HalfHeight = HalfHeight;
	Parms.Radius = Radius;
	Parms.Rotation = std::move(Rotation);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.DebugLineSendToAll
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LineStart                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LineEnd                                                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::DebugLineSendToAll(class UObject* WorldContextObject, const struct FVector& LineStart, const struct FVector& LineEnd, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DebugLineSendToAll");

	Params::FortKismetLibrary_DebugLineSendToAll Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LineStart = std::move(LineStart);
	Parms.LineEnd = std::move(LineEnd);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.DebugSphereSendToAll
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Center                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Segments                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::DebugSphereSendToAll(class UObject* WorldContextObject, const struct FVector& Center, float Radius, int32 Segments, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DebugSphereSendToAll");

	Params::FortKismetLibrary_DebugSphereSendToAll Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Center = std::move(Center);
	Parms.Radius = Radius;
	Parms.Segments = Segments;
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.DeviceSupportsForceFeedback
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::DeviceSupportsForceFeedback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DeviceSupportsForceFeedback");

	Params::FortKismetLibrary_DeviceSupportsForceFeedback Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.DisableTutorialHighlight
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             WidgetName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::DisableTutorialHighlight(class UObject* WorldContextObject, class FName WidgetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "DisableTutorialHighlight");

	Params::FortKismetLibrary_DisableTutorialHighlight Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WidgetName = WidgetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.EffectContextAddSourceObject
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// class UObject*                          Src                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::EffectContextAddSourceObject(const struct FGameplayEffectContextHandle& EffectContext, class UObject* Src)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EffectContextAddSourceObject");

	Params::FortKismetLibrary_EffectContextAddSourceObject Parms{};

	Parms.EffectContext = std::move(EffectContext);
	Parms.Src = Src;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.EmptyQuickBarSlot
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::EmptyQuickBarSlot(class UObject* WorldContextObject, EFortQuickBars QuickBarType, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EmptyQuickBarSlot");

	Params::FortKismetLibrary_EmptyQuickBarSlot Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.QuickBarType = QuickBarType;
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.EnableTutorialHighlight
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             WidgetName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::EnableTutorialHighlight(class UObject* WorldContextObject, class FName WidgetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EnableTutorialHighlight");

	Params::FortKismetLibrary_EnableTutorialHighlight Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WidgetName = WidgetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.EndWaitForConfirmationDialog
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortDialogExternalLatentActionHandleHandle                                                 (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortKismetLibrary::EndWaitForConfirmationDialog(class UObject* WorldContextObject, struct FFortDialogExternalLatentActionHandle& Handle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EndWaitForConfirmationDialog");

	Params::FortKismetLibrary_EndWaitForConfirmationDialog Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Handle = std::move(Handle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	Handle = std::move(Parms.Handle);
}


// Function FortniteGame.FortKismetLibrary.EqualEqual_FFortDialogWaitingForLatentActionHandle
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortDialogExternalLatentActionHandleA                                                      (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortDialogExternalLatentActionHandleB                                                      (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::EqualEqual_FFortDialogWaitingForLatentActionHandle(const struct FFortDialogExternalLatentActionHandle& A, const struct FFortDialogExternalLatentActionHandle& B)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EqualEqual_FFortDialogWaitingForLatentActionHandle");

	Params::FortKismetLibrary_EqualEqual_FFortDialogWaitingForLatentActionHandle Parms{};

	Parms.A = std::move(A);
	Parms.B = std::move(B);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.EqualEqual_UniqueNetIdReplUniqueNetIdRepl
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 A                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 B                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::EqualEqual_UniqueNetIdReplUniqueNetIdRepl(const struct FUniqueNetIdRepl& A, const struct FUniqueNetIdRepl& B)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EqualEqual_UniqueNetIdReplUniqueNetIdRepl");

	Params::FortKismetLibrary_EqualEqual_UniqueNetIdReplUniqueNetIdRepl Parms{};

	Parms.A = std::move(A);
	Parms.B = std::move(B);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.EquipFortAbilitySet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IAbilitySystemInterface>AbilitySystemInterfaceActor                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// class UFortAbilitySet*                  AbilitySet                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          OverrideSourceObject                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAbilitySetHandle            ReturnValue                                            (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

struct FFortAbilitySetHandle UFortKismetLibrary::EquipFortAbilitySet(TScriptInterface<class IAbilitySystemInterface> AbilitySystemInterfaceActor, class UFortAbilitySet* AbilitySet, class UObject* OverrideSourceObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EquipFortAbilitySet");

	Params::FortKismetLibrary_EquipFortAbilitySet Parms{};

	Parms.AbilitySystemInterfaceActor = AbilitySystemInterfaceActor;
	Parms.AbilitySet = AbilitySet;
	Parms.OverrideSourceObject = OverrideSourceObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.EquipItemToQuickBarSlot
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortQuickBars                          QuickBarType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::EquipItemToQuickBarSlot(class UObject* WorldContextObject, const class UFortItemDefinition* ItemDefinition, EFortQuickBars QuickBarType, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EquipItemToQuickBarSlot");

	Params::FortKismetLibrary_EquipItemToQuickBarSlot Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinition = ItemDefinition;
	Parms.QuickBarType = QuickBarType;
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.EvaluateCurveTableRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FCurveTableRowHandle             CurveTableRowHandle                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InXY                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutXY                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ContextString                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::EvaluateCurveTableRow(const struct FCurveTableRowHandle& CurveTableRowHandle, float InXY, float* OutXY, const class FString& ContextString)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "EvaluateCurveTableRow");

	Params::FortKismetLibrary_EvaluateCurveTableRow Parms{};

	Parms.CurveTableRowHandle = std::move(CurveTableRowHandle);
	Parms.InXY = InXY;
	Parms.ContextString = std::move(ContextString);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutXY != nullptr)
		*OutXY = Parms.OutXY;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ExecuteClientEvent
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortClientEventName             EventType                                              (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class UObject*                          EventSource                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ExecuteClientEvent(class UObject* WorldContextObject, const struct FFortClientEventName& EventType, class UObject* EventSource, class UObject* EventFocus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ExecuteClientEvent");

	Params::FortKismetLibrary_ExecuteClientEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventType = std::move(EventType);
	Parms.EventSource = EventSource;
	Parms.EventFocus = EventFocus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ExtractSkeletalMesh
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class AActor>               BlueprintClass                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMesh*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMesh* UFortKismetLibrary::ExtractSkeletalMesh(TSubclassOf<class AActor> BlueprintClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ExtractSkeletalMesh");

	Params::FortKismetLibrary_ExtractSkeletalMesh Parms{};

	Parms.BlueprintClass = BlueprintClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ExtractSkeletalMeshScale
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class AActor>               BlueprintClass                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::ExtractSkeletalMeshScale(TSubclassOf<class AActor> BlueprintClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ExtractSkeletalMeshScale");

	Params::FortKismetLibrary_ExtractSkeletalMeshScale Parms{};

	Parms.BlueprintClass = BlueprintClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FilterSingleTargetActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTargetFilter                Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           RequestingActor                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::FilterSingleTargetActor(class UObject* WorldContextObject, const struct FFortTargetFilter& Filter, const class AActor* RequestingActor, class AActor* TargetActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FilterSingleTargetActor");

	Params::FortKismetLibrary_FilterSingleTargetActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Filter = std::move(Filter);
	Parms.RequestingActor = RequestingActor;
	Parms.TargetActor = TargetActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FilterSingleTargetHitResult
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTargetFilter                Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           RequestingActor                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::FilterSingleTargetHitResult(class UObject* WorldContextObject, const struct FFortTargetFilter& Filter, const class AActor* RequestingActor, const struct FHitResult& HitResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FilterSingleTargetHitResult");

	Params::FortKismetLibrary_FilterSingleTargetHitResult Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Filter = std::move(Filter);
	Parms.RequestingActor = RequestingActor;
	Parms.HitResult = std::move(HitResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FilterTargetActorList
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTargetFilter                Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           RequestingActor                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ActorsToFilter                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bAtLeastOneActorLeft                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortKismetLibrary::FilterTargetActorList(class UObject* WorldContextObject, const struct FFortTargetFilter& Filter, const class AActor* RequestingActor, const TArray<class AActor*>& ActorsToFilter, bool* bAtLeastOneActorLeft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FilterTargetActorList");

	Params::FortKismetLibrary_FilterTargetActorList Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Filter = std::move(Filter);
	Parms.RequestingActor = RequestingActor;
	Parms.ActorsToFilter = std::move(ActorsToFilter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bAtLeastOneActorLeft != nullptr)
		*bAtLeastOneActorLeft = Parms.bAtLeastOneActorLeft;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FilterTargetHitResultList
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTargetFilter                Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           RequestingActor                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>               HitResultsToFilter                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bAtLeastOneActorLeft                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FHitResult>               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

TArray<struct FHitResult> UFortKismetLibrary::FilterTargetHitResultList(class UObject* WorldContextObject, const struct FFortTargetFilter& Filter, const class AActor* RequestingActor, const TArray<struct FHitResult>& HitResultsToFilter, bool* bAtLeastOneActorLeft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FilterTargetHitResultList");

	Params::FortKismetLibrary_FilterTargetHitResultList Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Filter = std::move(Filter);
	Parms.RequestingActor = RequestingActor;
	Parms.HitResultsToFilter = std::move(HitResultsToFilter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bAtLeastOneActorLeft != nullptr)
		*bAtLeastOneActorLeft = Parms.bAtLeastOneActorLeft;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FindGroundLocationAt
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UWorld*                           World                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           IgnoreActor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceStartZ                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceEndZ                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TraceName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::FindGroundLocationAt(class UWorld* World, const class AActor* IgnoreActor, const struct FVector& InLocation, float TraceStartZ, float TraceEndZ, class FName TraceName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FindGroundLocationAt");

	Params::FortKismetLibrary_FindGroundLocationAt Parms{};

	Parms.World = World;
	Parms.IgnoreActor = IgnoreActor;
	Parms.InLocation = std::move(InLocation);
	Parms.TraceStartZ = TraceStartZ;
	Parms.TraceEndZ = TraceEndZ;
	Parms.TraceName = TraceName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FindStaticGroundLocationAt
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UWorld*                           World                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           IgnoreActor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceStartZ                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceEndZ                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::FindStaticGroundLocationAt(class UWorld* World, const struct FVector& InLocation, const class AActor* IgnoreActor, float TraceStartZ, float TraceEndZ)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FindStaticGroundLocationAt");

	Params::FortKismetLibrary_FindStaticGroundLocationAt Parms{};

	Parms.World = World;
	Parms.InLocation = std::move(InLocation);
	Parms.IgnoreActor = IgnoreActor;
	Parms.TraceStartZ = TraceStartZ;
	Parms.TraceEndZ = TraceEndZ;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FindStaticGroundLocationWithExtentAt
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UWorld*                           World                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FQuat                            ActorRotation                                          (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ActorExtent                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           IgnoreActor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceStartZ                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceEndZ                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::FindStaticGroundLocationWithExtentAt(class UWorld* World, const struct FVector& InLocation, const struct FQuat& ActorRotation, const struct FVector& ActorExtent, const class AActor* IgnoreActor, float TraceStartZ, float TraceEndZ)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FindStaticGroundLocationWithExtentAt");

	Params::FortKismetLibrary_FindStaticGroundLocationWithExtentAt Parms{};

	Parms.World = World;
	Parms.InLocation = std::move(InLocation);
	Parms.ActorRotation = std::move(ActorRotation);
	Parms.ActorExtent = std::move(ActorExtent);
	Parms.IgnoreActor = IgnoreActor;
	Parms.TraceStartZ = TraceStartZ;
	Parms.TraceEndZ = TraceEndZ;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.FortShippingLog
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           InString                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLogAsWarning                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::FortShippingLog(class UObject* WorldContextObject, const class FString& InString, bool bLogAsWarning)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "FortShippingLog");

	Params::FortKismetLibrary_FortShippingLog Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InString = std::move(InString);
	Parms.bLogAsWarning = bLogAsWarning;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.GetActorPvPTeamIndex
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   TeamIndex                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetActorPvPTeamIndex(const class AActor* Actor, uint8* TeamIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorPvPTeamIndex");

	Params::FortKismetLibrary_GetActorPvPTeamIndex Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (TeamIndex != nullptr)
		*TeamIndex = Parms.TeamIndex;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetActorTeam
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

uint8 UFortKismetLibrary::GetActorTeam(const class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeam");

	Params::FortKismetLibrary_GetActorTeam Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetActorTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfo*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTeamInfo* UFortKismetLibrary::GetActorTeamInfo(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetActorTeamInfo");

	Params::FortKismetLibrary_GetActorTeamInfo Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetAIDirector
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIDirector*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIDirector* UFortKismetLibrary::GetAIDirector(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIDirector");

	Params::FortKismetLibrary_GetAIDirector Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetAIGoalManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIGoalManager*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIGoalManager* UFortKismetLibrary::GetAIGoalManager(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAIGoalManager");

	Params::FortKismetLibrary_GetAIGoalManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerControllers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludeNonSpectators                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludeSpectators                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerController*> UFortKismetLibrary::GetAllFortPlayerControllers(class UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerControllers");

	Params::FortKismetLibrary_GetAllFortPlayerControllers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bIncludeNonSpectators = bIncludeNonSpectators;
	Parms.bIncludeSpectators = bIncludeSpectators;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetAllFortPlayerPawns
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerPawn*>          OutFortPlayerPawns                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GetAllFortPlayerPawns(class UObject* WorldContextObject, TArray<class AFortPlayerPawn*>* OutFortPlayerPawns)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetAllFortPlayerPawns");

	Params::FortKismetLibrary_GetAllFortPlayerPawns Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutFortPlayerPawns != nullptr)
		*OutFortPlayerPawns = std::move(Parms.OutFortPlayerPawns);
}


// Function FortniteGame.FortKismetLibrary.GetBroadcasterGrantWindowSecondsRemaining
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetBroadcasterGrantWindowSecondsRemaining(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBroadcasterGrantWindowSecondsRemaining");

	Params::FortKismetLibrary_GetBroadcasterGrantWindowSecondsRemaining Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetBuildingHealthPercentage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   BuildingActor                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetBuildingHealthPercentage(const class ABuildingActor* BuildingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingHealthPercentage");

	Params::FortKismetLibrary_GetBuildingHealthPercentage Parms{};

	Parms.BuildingActor = BuildingActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetBuildingStructuralSupportSystem
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBuildingStructuralSupportSystem* BuildingStructuralSupportSystem                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GetBuildingStructuralSupportSystem(class UObject* WorldContextObject, class UBuildingStructuralSupportSystem** BuildingStructuralSupportSystem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetBuildingStructuralSupportSystem");

	Params::FortKismetLibrary_GetBuildingStructuralSupportSystem Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (BuildingStructuralSupportSystem != nullptr)
		*BuildingStructuralSupportSystem = Parms.BuildingStructuralSupportSystem;
}


// Function FortniteGame.FortKismetLibrary.GetCalculatedGameDifficulty
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetCalculatedGameDifficulty(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCalculatedGameDifficulty");

	Params::FortKismetLibrary_GetCalculatedGameDifficulty Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetCalendarEventInformation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsEventActive                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        TimeSinceBegin                                         (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        TimeUntilEnd                                           (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimespanRatio                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GetCalendarEventInformation(class UObject* WorldContextObject, const class FString& EventName, bool* bIsEventActive, struct FTimespan* TimeSinceBegin, struct FTimespan* TimeUntilEnd, float* TimespanRatio)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCalendarEventInformation");

	Params::FortKismetLibrary_GetCalendarEventInformation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventName = std::move(EventName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bIsEventActive != nullptr)
		*bIsEventActive = Parms.bIsEventActive;

	if (TimeSinceBegin != nullptr)
		*TimeSinceBegin = std::move(Parms.TimeSinceBegin);

	if (TimeUntilEnd != nullptr)
		*TimeUntilEnd = std::move(Parms.TimeUntilEnd);

	if (TimespanRatio != nullptr)
		*TimespanRatio = Parms.TimespanRatio;
}


// Function FortniteGame.FortKismetLibrary.GetClosestActorFromArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ArrayOfActors                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* UFortKismetLibrary::GetClosestActorFromArray(const class AActor* Actor, const TArray<class AActor*>& ArrayOfActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestActorFromArray");

	Params::FortKismetLibrary_GetClosestActorFromArray Parms{};

	Parms.Actor = Actor;
	Parms.ArrayOfActors = std::move(ArrayOfActors);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetClosestBuildingActorFromArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>         ArrayOfBuildings                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* UFortKismetLibrary::GetClosestBuildingActorFromArray(const class AActor* Actor, const TArray<class ABuildingSMActor*>& ArrayOfBuildings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestBuildingActorFromArray");

	Params::FortKismetLibrary_GetClosestBuildingActorFromArray Parms{};

	Parms.Actor = Actor;
	Parms.ArrayOfBuildings = std::move(ArrayOfBuildings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetClosestFortPlayerPawn
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* UFortKismetLibrary::GetClosestFortPlayerPawn(class UObject* WorldContextObject, const struct FVector& Position)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetClosestFortPlayerPawn");

	Params::FortKismetLibrary_GetClosestFortPlayerPawn Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Position = std::move(Position);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetCurrentAthenaWinCondition
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaWinCondition                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAthenaWinCondition UFortKismetLibrary::GetCurrentAthenaWinCondition(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCurrentAthenaWinCondition");

	Params::FortKismetLibrary_GetCurrentAthenaWinCondition Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetCurrentDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDayPhase UFortKismetLibrary::GetCurrentDayPhase(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetCurrentDayPhase");

	Params::FortKismetLibrary_GetCurrentDayPhase Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortKismetLibrary::GetDayNightDirectionalLightColor(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightColor");

	Params::FortKismetLibrary_GetDayNightDirectionalLightColor Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetDayNightDirectionalLightVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::GetDayNightDirectionalLightVector(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDayNightDirectionalLightVector");

	Params::FortKismetLibrary_GetDayNightDirectionalLightVector Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetDebugStringForUniqueId
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortKismetLibrary::GetDebugStringForUniqueId(const struct FUniqueNetIdRepl& UniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDebugStringForUniqueId");

	Params::FortKismetLibrary_GetDebugStringForUniqueId Parms{};

	Parms.UniqueId = std::move(UniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetDefaultAbsoluteTimeOfDaySpeed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetDefaultAbsoluteTimeOfDaySpeed(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDefaultAbsoluteTimeOfDaySpeed");

	Params::FortKismetLibrary_GetDefaultAbsoluteTimeOfDaySpeed Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetDirectionActorToActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UFortKismetLibrary::GetDirectionActorToActor(class AActor* SourceActor, class AActor* TargetActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetDirectionActorToActor");

	Params::FortKismetLibrary_GetDirectionActorToActor Parms{};

	Parms.SourceActor = SourceActor;
	Parms.TargetActor = TargetActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetFloatHoursUntilDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetFloatHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFloatHoursUntilDayPhase");

	Params::FortKismetLibrary_GetFloatHoursUntilDayPhase Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.DayPhase = DayPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetFortGameUserSettings
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortGameUserSettings*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGameUserSettings* UFortKismetLibrary::GetFortGameUserSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortGameUserSettings");

	Params::FortKismetLibrary_GetFortGameUserSettings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetFortPhysicalSurface
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// EPhysicalSurface                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EPhysicalSurface UFortKismetLibrary::GetFortPhysicalSurface(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPhysicalSurface");

	Params::FortKismetLibrary_GetFortPhysicalSurface Parms{};

	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetFortPlayerControllerFromActor
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerController* UFortKismetLibrary::GetFortPlayerControllerFromActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPlayerControllerFromActor");

	Params::FortKismetLibrary_GetFortPlayerControllerFromActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetFortPlayerPawns
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerPawn*>          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerPawn*> UFortKismetLibrary::GetFortPlayerPawns(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetFortPlayerPawns");

	Params::FortKismetLibrary_GetFortPlayerPawns Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetGameContextGameplayTags
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            OutGameContextGameplayTags                             (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetGameContextGameplayTags(class UObject* WorldContextObject, struct FGameplayTagContainer* OutGameContextGameplayTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGameContextGameplayTags");

	Params::FortKismetLibrary_GetGameContextGameplayTags Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutGameContextGameplayTags != nullptr)
		*OutGameContextGameplayTags = std::move(Parms.OutGameContextGameplayTags);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetGameDifficulty
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetGameDifficulty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGameDifficulty");

	Params::FortKismetLibrary_GetGameDifficulty Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetGrantedAbilityKit
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortSpecializationSlot          Slot                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAbilityKit*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityKit* UFortKismetLibrary::GetGrantedAbilityKit(const struct FFortSpecializationSlot& Slot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetGrantedAbilityKit");

	Params::FortKismetLibrary_GetGrantedAbilityKit Parms{};

	Parms.Slot = std::move(Slot);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetHostilityPercentage
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetHostilityPercentage(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHostilityPercentage");

	Params::FortKismetLibrary_GetHostilityPercentage Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetHoursUntilDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::GetHoursUntilDayPhase(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHoursUntilDayPhase");

	Params::FortKismetLibrary_GetHoursUntilDayPhase Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.DayPhase = DayPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetHumanReadableName
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortKismetLibrary::GetHumanReadableName(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetHumanReadableName");

	Params::FortKismetLibrary_GetHumanReadableName Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetIdleKickEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetIdleKickEnabled(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetIdleKickEnabled");

	Params::FortKismetLibrary_GetIdleKickEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetImpulseData
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseDirection                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   KnockbackMagnitude                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   KnockbackZAngle                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GetImpulseData(const struct FGameplayEffectContextHandle& EffectContext, struct FVector* ImpulseDirection, float* KnockbackMagnitude, float* KnockbackZAngle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetImpulseData");

	Params::FortKismetLibrary_GetImpulseData Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ImpulseDirection != nullptr)
		*ImpulseDirection = std::move(Parms.ImpulseDirection);

	if (KnockbackMagnitude != nullptr)
		*KnockbackMagnitude = Parms.KnockbackMagnitude;

	if (KnockbackZAngle != nullptr)
		*KnockbackZAngle = Parms.KnockbackZAngle;
}


// Function FortniteGame.FortKismetLibrary.GetIsBroadcastClient
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetIsBroadcastClient(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetIsBroadcastClient");

	Params::FortKismetLibrary_GetIsBroadcastClient Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetIsPlayingReplay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetIsPlayingReplay(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetIsPlayingReplay");

	Params::FortKismetLibrary_GetIsPlayingReplay Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetItemDefinitionFromItemQuantityPair
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortItemQuantityPair            ItemQuantityPair                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* UFortKismetLibrary::GetItemDefinitionFromItemQuantityPair(const struct FFortItemQuantityPair& ItemQuantityPair)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetItemDefinitionFromItemQuantityPair");

	Params::FortKismetLibrary_GetItemDefinitionFromItemQuantityPair Parms{};

	Parms.ItemQuantityPair = std::move(ItemQuantityPair);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetItemQuantityOnPlayerByGUID
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            ItemGuid                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::GetItemQuantityOnPlayerByGUID(class AFortPlayerController* PlayerController, const struct FGuid& ItemGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetItemQuantityOnPlayerByGUID");

	Params::FortKismetLibrary_GetItemQuantityOnPlayerByGUID Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemGuid = std::move(ItemGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetLocalFortPlayerControllers
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludeNonSpectators                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludeSpectators                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortPlayerController*> UFortKismetLibrary::GetLocalFortPlayerControllers(class UObject* WorldContextObject, bool bIncludeNonSpectators, bool bIncludeSpectators)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalFortPlayerControllers");

	Params::FortKismetLibrary_GetLocalFortPlayerControllers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bIncludeNonSpectators = bIncludeNonSpectators;
	Parms.bIncludeSpectators = bIncludeSpectators;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetLocalPlayerHasHeroBackpack
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetLocalPlayerHasHeroBackpack(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalPlayerHasHeroBackpack");

	Params::FortKismetLibrary_GetLocalPlayerHasHeroBackpack Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetLocalPlayerHasHeroHeadAccessories
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetLocalPlayerHasHeroHeadAccessories(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLocalPlayerHasHeroHeadAccessories");

	Params::FortKismetLibrary_GetLocalPlayerHasHeroHeadAccessories Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetLootLevel
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::GetLootLevel(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetLootLevel");

	Params::FortKismetLibrary_GetLootLevel Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetMatchmakingDifficultyRangeFromDifficultyInfo
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameDifficultyInfo              DifficultyInfo                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   OutMinDifficulty                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutMaxDifficulty                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GetMatchmakingDifficultyRangeFromDifficultyInfo(const struct FGameDifficultyInfo& DifficultyInfo, float* OutMinDifficulty, float* OutMaxDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMatchmakingDifficultyRangeFromDifficultyInfo");

	Params::FortKismetLibrary_GetMatchmakingDifficultyRangeFromDifficultyInfo Parms{};

	Parms.DifficultyInfo = std::move(DifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutMinDifficulty != nullptr)
		*OutMinDifficulty = Parms.OutMinDifficulty;

	if (OutMaxDifficulty != nullptr)
		*OutMaxDifficulty = Parms.OutMaxDifficulty;
}


// Function FortniteGame.FortKismetLibrary.GetMeleeWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortMeleeWeaponStats            OutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetMeleeWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortMeleeWeaponStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMeleeWeaponStatsRow");

	Params::FortKismetLibrary_GetMeleeWeaponStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetMIDForSkeletalMeshComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent*           SkeletalMeshComponent                                  (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* UFortKismetLibrary::GetMIDForSkeletalMeshComponent(class USkeletalMeshComponent* SkeletalMeshComponent, int32 ElementIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMIDForSkeletalMeshComponent");

	Params::FortKismetLibrary_GetMIDForSkeletalMeshComponent Parms{};

	Parms.SkeletalMeshComponent = SkeletalMeshComponent;
	Parms.ElementIndex = ElementIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetMusicManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMusicManager*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMusicManager* UFortKismetLibrary::GetMusicManager(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetMusicManager");

	Params::FortKismetLibrary_GetMusicManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetNumericCVar
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class FString                           CVar                                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutValue                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetNumericCVar(const class FString& CVar, float* OutValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetNumericCVar");

	Params::FortKismetLibrary_GetNumericCVar Parms{};

	Parms.CVar = std::move(CVar);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutValue != nullptr)
		*OutValue = Parms.OutValue;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPawnStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortPawnStats                   OutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetPawnStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortPawnStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPawnStatsRow");

	Params::FortKismetLibrary_GetPawnStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPlayerInfoFromUniqueID
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortRegisteredPlayerInfo*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortRegisteredPlayerInfo* UFortKismetLibrary::GetPlayerInfoFromUniqueID(class UObject* WorldContextObject, const struct FUniqueNetIdRepl& UniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPlayerInfoFromUniqueID");

	Params::FortKismetLibrary_GetPlayerInfoFromUniqueID Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.UniqueId = std::move(UniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPlaylistAllowsTeamSwitching
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetPlaylistAllowsTeamSwitching(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPlaylistAllowsTeamSwitching");

	Params::FortKismetLibrary_GetPlaylistAllowsTeamSwitching Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPlaylistUsesCustomCharacterParts
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetPlaylistUsesCustomCharacterParts(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPlaylistUsesCustomCharacterParts");

	Params::FortKismetLibrary_GetPlaylistUsesCustomCharacterParts Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPreviousDayPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDayPhase UFortKismetLibrary::GetPreviousDayPhase(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPreviousDayPhase");

	Params::FortKismetLibrary_GetPreviousDayPhase Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPrimaryInstance
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayAbilitySpec             Spec                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UGameplayAbility*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayAbility* UFortKismetLibrary::GetPrimaryInstance(const struct FGameplayAbilitySpec& Spec)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPrimaryInstance");

	Params::FortKismetLibrary_GetPrimaryInstance Parms{};

	Parms.Spec = std::move(Spec);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetPurchaseCostsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortCollectionBookDirectPurchaseDataOutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetPurchaseCostsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortCollectionBookDirectPurchaseData* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetPurchaseCostsRow");

	Params::FortKismetLibrary_GetPurchaseCostsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetRandomLiveStreamingViewerName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRemoveFromList                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortKismetLibrary::GetRandomLiveStreamingViewerName(class UObject* WorldContextObject, bool bRemoveFromList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRandomLiveStreamingViewerName");

	Params::FortKismetLibrary_GetRandomLiveStreamingViewerName Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bRemoveFromList = bRemoveFromList;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetRandomSurvivorName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDisplayGender                      Gender                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRemoveFromList                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortKismetLibrary::GetRandomSurvivorName(class UObject* WorldContextObject, EFortDisplayGender Gender, bool bRemoveFromList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRandomSurvivorName");

	Params::FortKismetLibrary_GetRandomSurvivorName Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Gender = Gender;
	Parms.bRemoveFromList = bRemoveFromList;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetRangedWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortRangedWeaponStats           OutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetRangedWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortRangedWeaponStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRangedWeaponStatsRow");

	Params::FortKismetLibrary_GetRangedWeaponStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetRemovedAbilityKit
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortSpecializationSlot          Slot                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAbilityKit*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityKit* UFortKismetLibrary::GetRemovedAbilityKit(const struct FFortSpecializationSlot& Slot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetRemovedAbilityKit");

	Params::FortKismetLibrary_GetRemovedAbilityKit Parms{};

	Parms.Slot = std::move(Slot);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetSafeZoneLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SafeZoneIndex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetSafeZoneLocation(class UObject* WorldContextObject, int32 SafeZoneIndex, struct FVector* OutLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetSafeZoneLocation");

	Params::FortKismetLibrary_GetSafeZoneLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SafeZoneIndex = SafeZoneIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetShowHeroBackpackForLocalPlayer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetShowHeroBackpackForLocalPlayer(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetShowHeroBackpackForLocalPlayer");

	Params::FortKismetLibrary_GetShowHeroBackpackForLocalPlayer Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetShowHeroHeadAccessoriesForLocalPlayer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetShowHeroHeadAccessoriesForLocalPlayer(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetShowHeroHeadAccessoriesForLocalPlayer");

	Params::FortKismetLibrary_GetShowHeroHeadAccessoriesForLocalPlayer Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetStunTime
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetStunTime(const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetStunTime");

	Params::FortKismetLibrary_GetStunTime Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetSubGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESubGame                                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ESubGame UFortKismetLibrary::GetSubGame(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetSubGame");

	Params::FortKismetLibrary_GetSubGame Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTeamAffiliation
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           ActorA                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           ActorB                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeamAffiliation                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliation(const class AActor* ActorA, const class AActor* ActorB)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliation");

	Params::FortKismetLibrary_GetTeamAffiliation Parms{};

	Parms.ActorA = ActorA;
	Parms.ActorB = ActorB;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTeamAffiliationBetweenTeams
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// uint8                                   TeamA                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   TeamB                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeamAffiliation                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliationBetweenTeams(uint8 TeamA, uint8 TeamB)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliationBetweenTeams");

	Params::FortKismetLibrary_GetTeamAffiliationBetweenTeams Parms{};

	Parms.TeamA = TeamA;
	Parms.TeamB = TeamB;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTeamAffiliationToLocalPlayer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeamAffiliation                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortTeamAffiliation UFortKismetLibrary::GetTeamAffiliationToLocalPlayer(class UObject* WorldContextObject, uint8 Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamAffiliationToLocalPlayer");

	Params::FortKismetLibrary_GetTeamAffiliationToLocalPlayer Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfo*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTeamInfo* UFortKismetLibrary::GetTeamInfo(class UObject* WorldContextObject, uint8 Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTeamInfo");

	Params::FortKismetLibrary_GetTeamInfo Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetThreatVisualsManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortThreatVisualsManager*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortThreatVisualsManager* UFortKismetLibrary::GetThreatVisualsManager(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetThreatVisualsManager");

	Params::FortKismetLibrary_GetThreatVisualsManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTimeDayPhaseBegins
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetTimeDayPhaseBegins(class UObject* WorldContextObject, EFortDayPhase DayPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeDayPhaseBegins");

	Params::FortKismetLibrary_GetTimeDayPhaseBegins Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.DayPhase = DayPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTimeOfDay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetTimeOfDay(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDay");

	Params::FortKismetLibrary_GetTimeOfDay Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTimeOfDayAccumulator
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetTimeOfDayAccumulator(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDayAccumulator");

	Params::FortKismetLibrary_GetTimeOfDayAccumulator Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTimeOfDaySpeed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetTimeOfDaySpeed(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeOfDaySpeed");

	Params::FortKismetLibrary_GetTimeOfDaySpeed Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTimeUntilInRealTimeSeconds
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GameTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::GetTimeUntilInRealTimeSeconds(class UObject* WorldContextObject, float GameTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTimeUntilInRealTimeSeconds");

	Params::FortKismetLibrary_GetTimeUntilInRealTimeSeconds Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GameTime = GameTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipDescription
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     Description                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipDescription(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, TArray<class FText>* Description)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescription");

	Params::FortKismetLibrary_GetTooltipDescription Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Description != nullptr)
		*Description = std::move(Parms.Description);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipDescriptionFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip>         TooltipClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     Description                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipDescriptionFromTooltipClass(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, TArray<class FText>* Description)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipDescriptionFromTooltipClass");

	Params::FortKismetLibrary_GetTooltipDescriptionFromTooltipClass Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.TooltipClass = TooltipClass;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Description != nullptr)
		*Description = std::move(Parms.Description);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValue
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipNumericValue(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, float* Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValue");

	Params::FortKismetLibrary_GetTooltipNumericValue Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Value != nullptr)
		*Value = Parms.Value;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipNumericValueFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip>         TooltipClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipNumericValueFromTooltipClass(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, float* Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipNumericValueFromTooltipClass");

	Params::FortKismetLibrary_GetTooltipNumericValueFromTooltipClass Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.TooltipClass = TooltipClass;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Value != nullptr)
		*Value = Parms.Value;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromToken
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipTextFromToken(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromToken");

	Params::FortKismetLibrary_GetTooltipTextFromToken Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTooltipTextFromTokenFromTooltipClass
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          ObjectToDescribe                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortTooltip>         TooltipClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTooltipTextFromTokenFromTooltipClass(class UObject* WorldContextObject, const class UObject* ObjectToDescribe, TSubclassOf<class UFortTooltip> TooltipClass, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTooltipTextFromTokenFromTooltipClass");

	Params::FortKismetLibrary_GetTooltipTextFromTokenFromTooltipClass Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ObjectToDescribe = ObjectToDescribe;
	Parms.TooltipClass = TooltipClass;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetTrapStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortTrapStats                   OutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetTrapStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortTrapStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetTrapStatsRow");

	Params::FortKismetLibrary_GetTrapStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetWeaponDurabilityByRarityStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortWeaponDurabilityByRarityStatsOutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetWeaponDurabilityByRarityStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortWeaponDurabilityByRarityStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponDurabilityByRarityStatsRow");

	Params::FortKismetLibrary_GetWeaponDurabilityByRarityStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GetWeaponStatsRow
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              DataTableRowHandle                                     (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortBaseWeaponStats             OutRow                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::GetWeaponStatsRow(const struct FDataTableRowHandle& DataTableRowHandle, struct FFortBaseWeaponStats* OutRow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GetWeaponStatsRow");

	Params::FortKismetLibrary_GetWeaponStatsRow Parms{};

	Parms.DataTableRowHandle = std::move(DataTableRowHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRow != nullptr)
		*OutRow = std::move(Parms.OutRow);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.GiveItemToInventoryOwner
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortInventoryOwnerInterface>InventoryOwner                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToGive                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNotifyPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::GiveItemToInventoryOwner(TScriptInterface<class IFortInventoryOwnerInterface> InventoryOwner, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "GiveItemToInventoryOwner");

	Params::FortKismetLibrary_GiveItemToInventoryOwner Parms{};

	Parms.InventoryOwner = InventoryOwner;
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToGive = NumberToGive;
	Parms.bNotifyPlayer = bNotifyPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.HasMultipleVisibleRewards
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortRewardInfo                  RewardInfo                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::HasMultipleVisibleRewards(const struct FFortRewardInfo& RewardInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "HasMultipleVisibleRewards");

	Params::FortKismetLibrary_HasMultipleVisibleRewards Parms{};

	Parms.RewardInfo = std::move(RewardInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.HasOpenBroadcasterGrantWindow
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::HasOpenBroadcasterGrantWindow(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "HasOpenBroadcasterGrantWindow");

	Params::FortKismetLibrary_HasOpenBroadcasterGrantWindow Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.HasRewards
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortRewardInfo                  RewardInfo                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::HasRewards(const struct FFortRewardInfo& RewardInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "HasRewards");

	Params::FortKismetLibrary_HasRewards Parms{};

	Parms.RewardInfo = std::move(RewardInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.HasSelectableRewards
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortRewardInfo                  RewardInfo                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::HasSelectableRewards(const struct FFortRewardInfo& RewardInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "HasSelectableRewards");

	Params::FortKismetLibrary_HasSelectableRewards Parms{};

	Parms.RewardInfo = std::move(RewardInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.HideTutorialWidget
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             WidgetName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::HideTutorialWidget(class UObject* WorldContextObject, class FName WidgetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "HideTutorialWidget");

	Params::FortKismetLibrary_HideTutorialWidget Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WidgetName = WidgetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.InvalidateLatentActionHandle
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortDialogExternalLatentActionHandleHandle                                                 (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortKismetLibrary::InvalidateLatentActionHandle(struct FFortDialogExternalLatentActionHandle& Handle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "InvalidateLatentActionHandle");

	Params::FortKismetLibrary_InvalidateLatentActionHandle Parms{};

	Parms.Handle = std::move(Handle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	Handle = std::move(Parms.Handle);
}


// Function FortniteGame.FortKismetLibrary.IsAssetNull
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSoftObjectPtr<class UObject>           Asset                                                  (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsAssetNull(TSoftObjectPtr<class UObject> Asset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsAssetNull");

	Params::FortKismetLibrary_IsAssetNull Parms{};

	Parms.Asset = Asset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsConsolePlatform
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsConsolePlatform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsConsolePlatform");

	Params::FortKismetLibrary_IsConsolePlatform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsCriticalHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsCriticalHit(const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsCriticalHit");

	Params::FortKismetLibrary_IsCriticalHit Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsDiceCritical
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsDiceCritical(const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsDiceCritical");

	Params::FortKismetLibrary_IsDiceCritical Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsFatalHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsFatalHit(const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFatalHit");

	Params::FortKismetLibrary_IsFatalHit Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsFullBodyHit
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsFullBodyHit(const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsFullBodyHit");

	Params::FortKismetLibrary_IsFullBodyHit Parms{};

	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsItemDefRandomCustomizationSelector
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortItemDefinition*              InItemDef                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsItemDefRandomCustomizationSelector(const class UFortItemDefinition* InItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsItemDefRandomCustomizationSelector");

	Params::FortKismetLibrary_IsItemDefRandomCustomizationSelector Parms{};

	Parms.InItemDef = InItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsLatentActionHandleValid
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortDialogExternalLatentActionHandleHandle                                                 (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsLatentActionHandleValid(const struct FFortDialogExternalLatentActionHandle& Handle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsLatentActionHandleValid");

	Params::FortKismetLibrary_IsLatentActionHandleValid Parms{};

	Parms.Handle = std::move(Handle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsLinkingStreamedAccountsEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsLinkingStreamedAccountsEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsLinkingStreamedAccountsEnabled");

	Params::FortKismetLibrary_IsLinkingStreamedAccountsEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsMobileGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsMobileGame(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsMobileGame");

	Params::FortKismetLibrary_IsMobileGame Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsMobilePlatform
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsMobilePlatform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsMobilePlatform");

	Params::FortKismetLibrary_IsMobilePlatform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsPhoneGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsPhoneGame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsPhoneGame");

	Params::FortKismetLibrary_IsPhoneGame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsRunningNoMCP
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsRunningNoMCP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsRunningNoMCP");

	Params::FortKismetLibrary_IsRunningNoMCP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsTabletGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsTabletGame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsTabletGame");

	Params::FortKismetLibrary_IsTabletGame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsUsingBattlEye
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsUsingBattlEye()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsUsingBattlEye");

	Params::FortKismetLibrary_IsUsingBattlEye Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsValid
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAttributeInfo                   AttributeInfo                                          (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsValid(const struct FAttributeInfo& AttributeInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsValid");

	Params::FortKismetLibrary_IsValid Parms{};

	Parms.AttributeInfo = std::move(AttributeInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.IsValid_UniqueNetIdRepl
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 InUniqueNetIdRepl                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::IsValid_UniqueNetIdRepl(const struct FUniqueNetIdRepl& InUniqueNetIdRepl)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "IsValid_UniqueNetIdRepl");

	Params::FortKismetLibrary_IsValid_UniqueNetIdRepl Parms{};

	Parms.InUniqueNetIdRepl = std::move(InUniqueNetIdRepl);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.JonLHack_GetAllObjectsOfClassFromPath
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString                           Path                                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass*                           Param_Class                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UObject*>                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UObject*> UFortKismetLibrary::JonLHack_GetAllObjectsOfClassFromPath(const class FString& Path, class UClass* Param_Class)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "JonLHack_GetAllObjectsOfClassFromPath");

	Params::FortKismetLibrary_JonLHack_GetAllObjectsOfClassFromPath Parms{};

	Parms.Path = std::move(Path);
	Parms.Param_Class = Param_Class;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GetClosestAxisXY
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          InVector                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::K2_GetClosestAxisXY(const struct FVector& InVector)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetClosestAxisXY");

	Params::FortKismetLibrary_K2_GetClosestAxisXY Parms{};

	Parms.InVector = std::move(InVector);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GetCurrentResourceType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortResourceType UFortKismetLibrary::K2_GetCurrentResourceType(class AFortPlayerController* Controller)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetCurrentResourceType");

	Params::FortKismetLibrary_K2_GetCurrentResourceType Parms{};

	Parms.Controller = Controller;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GetItemQuantityOnPlayer
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_GetItemQuantityOnPlayer(class AFortPlayerController* PlayerController, class UFortItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetItemQuantityOnPlayer");

	Params::FortKismetLibrary_K2_GetItemQuantityOnPlayer Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GetNumAvailableBuildingResources
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ResourceType                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_GetNumAvailableBuildingResources(class AFortPlayerController* Controller, const EFortResourceType ResourceType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetNumAvailableBuildingResources");

	Params::FortKismetLibrary_K2_GetNumAvailableBuildingResources Parms{};

	Parms.Controller = Controller;
	Parms.ResourceType = ResourceType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GetResourceItemDefinition
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EFortResourceType                       ResourceType                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortResourceItemDefinition*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortResourceItemDefinition* UFortKismetLibrary::K2_GetResourceItemDefinition(const EFortResourceType ResourceType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GetResourceItemDefinition");

	Params::FortKismetLibrary_K2_GetResourceItemDefinition Parms{};

	Parms.ResourceType = ResourceType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_GiveBuildingResource
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ResourceType                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ResourceAmount                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_GiveBuildingResource(class AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveBuildingResource");

	Params::FortKismetLibrary_K2_GiveBuildingResource Parms{};

	Parms.Controller = Controller;
	Parms.ResourceType = ResourceType;
	Parms.ResourceAmount = ResourceAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.K2_GiveItemToAllPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToGive                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNotifyPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_GiveItemToAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToAllPlayers");

	Params::FortKismetLibrary_K2_GiveItemToAllPlayers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToGive = NumberToGive;
	Parms.bNotifyPlayer = bNotifyPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.K2_GiveItemToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToGive                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNotifyPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_GiveItemToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive, bool bNotifyPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_GiveItemToPlayer");

	Params::FortKismetLibrary_K2_GiveItemToPlayer Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToGive = NumberToGive;
	Parms.bNotifyPlayer = bNotifyPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.K2_HasBuildingResourcesAvailable
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ResourceType                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ResourceAmount                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::K2_HasBuildingResourcesAvailable(class AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_HasBuildingResourcesAvailable");

	Params::FortKismetLibrary_K2_HasBuildingResourcesAvailable Parms{};

	Parms.Controller = Controller;
	Parms.ResourceType = ResourceType;
	Parms.ResourceAmount = ResourceAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_PayBuildingResourceCost
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ResourceType                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ResourceAmount                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_PayBuildingResourceCost(class AFortPlayerController* Controller, const EFortResourceType ResourceType, const int32 ResourceAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_PayBuildingResourceCost");

	Params::FortKismetLibrary_K2_PayBuildingResourceCost Parms{};

	Parms.Controller = Controller;
	Parms.ResourceType = ResourceType;
	Parms.ResourceAmount = ResourceAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_RemoveFortItemFromPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        Item                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmountToRemove                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceRemoval                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_RemoveFortItemFromPlayer(class AFortPlayerController* PlayerController, class UFortItem* Item, int32 AmountToRemove, bool bForceRemoval)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveFortItemFromPlayer");

	Params::FortKismetLibrary_K2_RemoveFortItemFromPlayer Parms{};

	Parms.PlayerController = PlayerController;
	Parms.Item = Item;
	Parms.AmountToRemove = AmountToRemove;
	Parms.bForceRemoval = bForceRemoval;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromAllPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmountToRemove                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_RemoveItemFromAllPlayers(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromAllPlayers");

	Params::FortKismetLibrary_K2_RemoveItemFromAllPlayers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinition = ItemDefinition;
	Parms.AmountToRemove = AmountToRemove;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmountToRemove                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceRemoval                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_RemoveItemFromPlayer(class AFortPlayerController* PlayerController, class UFortWorldItemDefinition* ItemDefinition, int32 AmountToRemove, bool bForceRemoval)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromPlayer");

	Params::FortKismetLibrary_K2_RemoveItemFromPlayer Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemDefinition = ItemDefinition;
	Parms.AmountToRemove = AmountToRemove;
	Parms.bForceRemoval = bForceRemoval;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_RemoveItemFromPlayerByGuid
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmountToRemove                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceRemoval                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKismetLibrary::K2_RemoveItemFromPlayerByGuid(class AFortPlayerController* PlayerController, const struct FGuid& ItemGuid, int32 AmountToRemove, bool bForceRemoval)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_RemoveItemFromPlayerByGuid");

	Params::FortKismetLibrary_K2_RemoveItemFromPlayerByGuid Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemGuid = std::move(ItemGuid);
	Parms.AmountToRemove = AmountToRemove;
	Parms.bForceRemoval = bForceRemoval;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorld
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToSpawn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OverrideMaxStackCount                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bToss                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRandomRotation                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBlockedFromAutoPickup                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorld(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_SpawnPickupInWorld");

	Params::FortKismetLibrary_K2_SpawnPickupInWorld Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToSpawn = NumberToSpawn;
	Parms.Position = std::move(Position);
	Parms.Direction = std::move(Direction);
	Parms.OverrideMaxStackCount = OverrideMaxStackCount;
	Parms.bToss = bToss;
	Parms.bRandomRotation = bRandomRotation;
	Parms.bBlockedFromAutoPickup = bBlockedFromAutoPickup;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_SpawnPickupInWorldWithClass
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortPickup>          PickupClass                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToSpawn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OverrideMaxStackCount                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bToss                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRandomRotation                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBlockedFromAutoPickup                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* UFortKismetLibrary::K2_SpawnPickupInWorldWithClass(class UObject* WorldContextObject, class UFortWorldItemDefinition* ItemDefinition, TSubclassOf<class AFortPickup> PickupClass, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount, bool bToss, bool bRandomRotation, bool bBlockedFromAutoPickup)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "K2_SpawnPickupInWorldWithClass");

	Params::FortKismetLibrary_K2_SpawnPickupInWorldWithClass Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinition = ItemDefinition;
	Parms.PickupClass = PickupClass;
	Parms.NumberToSpawn = NumberToSpawn;
	Parms.Position = std::move(Position);
	Parms.Direction = std::move(Direction);
	Parms.OverrideMaxStackCount = OverrideMaxStackCount;
	Parms.bToss = bToss;
	Parms.bRandomRotation = bRandomRotation;
	Parms.bBlockedFromAutoPickup = bBlockedFromAutoPickup;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeAllPlayersTalkToSelf
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLatentActionInfo                LatentInfo                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class USoundBase*                       Audio                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Delay                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterruptCurrentLine                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCanBeInterrupted                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCanCue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFeedbackBroadcastFilter            BroadcastFilter                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLatent                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::MakeAllPlayersTalkToSelf(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo, class USoundBase* Audio, float Delay, bool bInterruptCurrentLine, bool bCanBeInterrupted, bool bCanCue, EFortFeedbackBroadcastFilter BroadcastFilter, bool bLatent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeAllPlayersTalkToSelf");

	Params::FortKismetLibrary_MakeAllPlayersTalkToSelf Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LatentInfo = std::move(LatentInfo);
	Parms.Audio = Audio;
	Parms.Delay = Delay;
	Parms.bInterruptCurrentLine = bInterruptCurrentLine;
	Parms.bCanBeInterrupted = bCanBeInterrupted;
	Parms.bCanCue = bCanCue;
	Parms.BroadcastFilter = BroadcastFilter;
	Parms.bLatent = bLatent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.MakeBuildingState
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortBuildingState                      Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingState                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortBuildingState UFortKismetLibrary::MakeBuildingState(EFortBuildingState Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeBuildingState");

	Params::FortKismetLibrary_MakeBuildingState Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeDayNightPhase
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortDayPhase                           Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDayPhase UFortKismetLibrary::MakeDayNightPhase(EFortDayPhase Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeDayNightPhase");

	Params::FortKismetLibrary_MakeDayNightPhase Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbility
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortGameplayEffectContainer     EffectContainer                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UGameplayAbility*                 Ability                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbility(const struct FFortGameplayEffectContainer& EffectContainer, class UGameplayAbility* Ability, int32 GameplayEffectLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbility");

	Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbility Parms{};

	Parms.EffectContainer = std::move(EffectContainer);
	Parms.Ability = Ability;
	Parms.GameplayEffectLevel = GameplayEffectLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeGameplayEffectContainerSpecFromAbilityComponent
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortGameplayEffectContainer     EffectContainer                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UAbilitySystemComponent*          AbilityComp                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectContainerSpec UFortKismetLibrary::MakeGameplayEffectContainerSpecFromAbilityComponent(const struct FFortGameplayEffectContainer& EffectContainer, class UAbilitySystemComponent* AbilityComp, int32 GameplayEffectLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeGameplayEffectContainerSpecFromAbilityComponent");

	Params::FortKismetLibrary_MakeGameplayEffectContainerSpecFromAbilityComponent Parms{};

	Parms.EffectContainer = std::move(EffectContainer);
	Parms.AbilityComp = AbilityComp;
	Parms.GameplayEffectLevel = GameplayEffectLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeMovementStyle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortMovementStyle                      Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementStyle                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortMovementStyle UFortKismetLibrary::MakeMovementStyle(EFortMovementStyle Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeMovementStyle");

	Params::FortKismetLibrary_MakeMovementStyle Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeResourceType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortResourceType                       Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortResourceType UFortKismetLibrary::MakeResourceType(EFortResourceType Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeResourceType");

	Params::FortKismetLibrary_MakeResourceType Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.MakeWeaponCoreAnimation
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortWeaponCoreAnimation                Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortWeaponCoreAnimation                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortWeaponCoreAnimation UFortKismetLibrary::MakeWeaponCoreAnimation(EFortWeaponCoreAnimation Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "MakeWeaponCoreAnimation");

	Params::FortKismetLibrary_MakeWeaponCoreAnimation Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.NormalizedAngleInDegreesToVector
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   A                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::NormalizedAngleInDegreesToVector(float A)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "NormalizedAngleInDegreesToVector");

	Params::FortKismetLibrary_NormalizedAngleInDegreesToVector Parms{};

	Parms.A = A;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.NotEqual_FFortDialogWaitingForLatentActionHandle
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortDialogExternalLatentActionHandleA                                                      (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortDialogExternalLatentActionHandleB                                                      (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::NotEqual_FFortDialogWaitingForLatentActionHandle(const struct FFortDialogExternalLatentActionHandle& A, const struct FFortDialogExternalLatentActionHandle& B)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "NotEqual_FFortDialogWaitingForLatentActionHandle");

	Params::FortKismetLibrary_NotEqual_FFortDialogWaitingForLatentActionHandle Parms{};

	Parms.A = std::move(A);
	Parms.B = std::move(B);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.NotEqual_UniqueNetIdReplUniqueNetIdRepl
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 A                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 B                                                      (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::NotEqual_UniqueNetIdReplUniqueNetIdRepl(const struct FUniqueNetIdRepl& A, const struct FUniqueNetIdRepl& B)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "NotEqual_UniqueNetIdReplUniqueNetIdRepl");

	Params::FortKismetLibrary_NotEqual_UniqueNetIdReplUniqueNetIdRepl Parms{};

	Parms.A = std::move(A);
	Parms.B = std::move(B);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.NotifyProjectileThrown
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortProjectileBase>  ProjClass                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           RequestedBy                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float                                   Speed                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::NotifyProjectileThrown(TSubclassOf<class AFortProjectileBase> ProjClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, float Speed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "NotifyProjectileThrown");

	Params::FortKismetLibrary_NotifyProjectileThrown Parms{};

	Parms.ProjClass = ProjClass;
	Parms.RequestedBy = RequestedBy;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);
	Parms.Speed = Speed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.OnSameTeam
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AActor*                           ActorA                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           ActorB                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::OnSameTeam(const class AActor* ActorA, const class AActor* ActorB)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "OnSameTeam");

	Params::FortKismetLibrary_OnSameTeam Parms{};

	Parms.ActorA = ActorA;
	Parms.ActorB = ActorB;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.OpenTalkingHead
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture2D*                       Image                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Title                                                  (Parm, NativeAccessSpecifierPublic)
// class FText                             SpeechText                                             (Parm, NativeAccessSpecifierPublic)
// EFortAnnouncementDisplayPreference      DisplayPreference                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::OpenTalkingHead(class UObject* WorldContextObject, class UTexture2D* Image, const class FText& Title, const class FText& SpeechText, EFortAnnouncementDisplayPreference DisplayPreference)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "OpenTalkingHead");

	Params::FortKismetLibrary_OpenTalkingHead Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Image = Image;
	Parms.Title = std::move(Title);
	Parms.SpeechText = std::move(SpeechText);
	Parms.DisplayPreference = DisplayPreference;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.PickLootDrops
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemEntry>           OutLootToDrop                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class FName                             TierGroupName                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   WorldLevel                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ForcedLootTier                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::PickLootDrops(class UObject* WorldContextObject, TArray<struct FFortItemEntry>* OutLootToDrop, const class FName TierGroupName, const int32 WorldLevel, const int32 ForcedLootTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PickLootDrops");

	Params::FortKismetLibrary_PickLootDrops Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TierGroupName = TierGroupName;
	Parms.WorldLevel = WorldLevel;
	Parms.ForcedLootTier = ForcedLootTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLootToDrop != nullptr)
		*OutLootToDrop = std::move(Parms.OutLootToDrop);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.PickLootDropsWithNamedWeights
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemEntry>           OutLootToDrop                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class FName                             TierGroupName                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   WorldLevel                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TMap<class FName, float>                NamedWeightsMap                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   ForcedLootTier                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::PickLootDropsWithNamedWeights(class UObject* WorldContextObject, TArray<struct FFortItemEntry>* OutLootToDrop, const class FName TierGroupName, const int32 WorldLevel, const TMap<class FName, float>& NamedWeightsMap, const int32 ForcedLootTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PickLootDropsWithNamedWeights");

	Params::FortKismetLibrary_PickLootDropsWithNamedWeights Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TierGroupName = TierGroupName;
	Parms.WorldLevel = WorldLevel;
	Parms.NamedWeightsMap = std::move(NamedWeightsMap);
	Parms.ForcedLootTier = ForcedLootTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLootToDrop != nullptr)
		*OutLootToDrop = std::move(Parms.OutLootToDrop);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.PlayLocalForceFeedbackAtLocation
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UForceFeedbackEffect*             ForceFeedbackEffect                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::PlayLocalForceFeedbackAtLocation(class UObject* WorldContextObject, class UForceFeedbackEffect* ForceFeedbackEffect, const struct FVector& Location, float Radius, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PlayLocalForceFeedbackAtLocation");

	Params::FortKismetLibrary_PlayLocalForceFeedbackAtLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ForceFeedbackEffect = ForceFeedbackEffect;
	Parms.Location = std::move(Location);
	Parms.Radius = Radius;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.PlayLocalForceFeedbackAtLocationMulti
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UForceFeedbackEffect*             NearForceFeedbackEffect                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UForceFeedbackEffect*             FarForceFeedbackEffect                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InnerRadius                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OuterRadius                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::PlayLocalForceFeedbackAtLocationMulti(class UObject* WorldContextObject, class UForceFeedbackEffect* NearForceFeedbackEffect, class UForceFeedbackEffect* FarForceFeedbackEffect, const struct FVector& Location, float InnerRadius, float OuterRadius, class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PlayLocalForceFeedbackAtLocationMulti");

	Params::FortKismetLibrary_PlayLocalForceFeedbackAtLocationMulti Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.NearForceFeedbackEffect = NearForceFeedbackEffect;
	Parms.FarForceFeedbackEffect = FarForceFeedbackEffect;
	Parms.Location = std::move(Location);
	Parms.InnerRadius = InnerRadius;
	Parms.OuterRadius = OuterRadius;
	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.PushOffHitLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           RequestedBy                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// float                                   Distance                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortKismetLibrary::PushOffHitLocation(class AActor* RequestedBy, const struct FHitResult& Hit, float Distance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffHitLocation");

	Params::FortKismetLibrary_PushOffHitLocation Parms{};

	Parms.RequestedBy = RequestedBy;
	Parms.Hit = std::move(Hit);
	Parms.Distance = Distance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.PushOffTransformByHitLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           RequestedBy                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       InTransform                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// float                                   Distance                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform UFortKismetLibrary::PushOffTransformByHitLocation(class AActor* RequestedBy, const struct FTransform& InTransform, const struct FHitResult& Hit, float Distance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "PushOffTransformByHitLocation");

	Params::FortKismetLibrary_PushOffTransformByHitLocation Parms{};

	Parms.RequestedBy = RequestedBy;
	Parms.InTransform = std::move(InTransform);
	Parms.Hit = std::move(Hit);
	Parms.Distance = Distance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.RandomGroundLocationInCircle
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          CircleCenter                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CircleRadius                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TraceIgnoreActor                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceStartZ                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceEndZ                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceRadius                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCollisionProfileName            TraceProfile                                           (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::RandomGroundLocationInCircle(class UObject* WorldContextObject, const struct FVector& CircleCenter, float CircleRadius, const class AActor* TraceIgnoreActor, float TraceStartZ, float TraceEndZ, float TraceRadius, const struct FCollisionProfileName& TraceProfile, struct FVector* OutLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "RandomGroundLocationInCircle");

	Params::FortKismetLibrary_RandomGroundLocationInCircle Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.CircleCenter = std::move(CircleCenter);
	Parms.CircleRadius = CircleRadius;
	Parms.TraceIgnoreActor = TraceIgnoreActor;
	Parms.TraceStartZ = TraceStartZ;
	Parms.TraceEndZ = TraceEndZ;
	Parms.TraceRadius = TraceRadius;
	Parms.TraceProfile = std::move(TraceProfile);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.RegisterDayPhaseHitCallback
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          Object                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           FunctionName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           Phase                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRecurring                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBlockTriggeringThisCycle                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::RegisterDayPhaseHitCallback(class UObject* Object, const class FString& FunctionName, EFortDayPhase Phase, bool bRecurring, bool bBlockTriggeringThisCycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayPhaseHitCallback");

	Params::FortKismetLibrary_RegisterDayPhaseHitCallback Parms{};

	Parms.Object = Object;
	Parms.FunctionName = std::move(FunctionName);
	Parms.Phase = Phase;
	Parms.bRecurring = bRecurring;
	Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.RegisterDayTimeHitCallback
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          Object                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           FunctionName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeInHours                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRecurring                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBlockTriggeringThisCycle                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::RegisterDayTimeHitCallback(class UObject* Object, const class FString& FunctionName, float TimeInHours, bool bRecurring, bool bBlockTriggeringThisCycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "RegisterDayTimeHitCallback");

	Params::FortKismetLibrary_RegisterDayTimeHitCallback Parms{};

	Parms.Object = Object;
	Parms.FunctionName = std::move(FunctionName);
	Parms.TimeInHours = TimeInHours;
	Parms.bRecurring = bRecurring;
	Parms.bBlockTriggeringThisCycle = bBlockTriggeringThisCycle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.RemoveActorsOfClassFromBuildingSMActorArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class ABuildingSMActor*>         ArrayToRemoveClassFrom                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingSMActor>     ClassToRemove                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>         ArrayWithClassRemoved                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortKismetLibrary::RemoveActorsOfClassFromBuildingSMActorArray(const TArray<class ABuildingSMActor*>& ArrayToRemoveClassFrom, TSubclassOf<class ABuildingSMActor> ClassToRemove, TArray<class ABuildingSMActor*>* ArrayWithClassRemoved)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "RemoveActorsOfClassFromBuildingSMActorArray");

	Params::FortKismetLibrary_RemoveActorsOfClassFromBuildingSMActorArray Parms{};

	Parms.ArrayToRemoveClassFrom = std::move(ArrayToRemoveClassFrom);
	Parms.ClassToRemove = ClassToRemove;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ArrayWithClassRemoved != nullptr)
		*ArrayWithClassRemoved = std::move(Parms.ArrayWithClassRemoved);
}


// Function FortniteGame.FortKismetLibrary.ReplaceRangeInGameplayEffectContainer
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortGameplayEffectContainer     EffectContainer                                        (Parm, NativeAccessSpecifierPublic)
// struct FScalableFloat                   NewRange                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainer     ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectContainer UFortKismetLibrary::ReplaceRangeInGameplayEffectContainer(const struct FFortGameplayEffectContainer& EffectContainer, const struct FScalableFloat& NewRange)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ReplaceRangeInGameplayEffectContainer");

	Params::FortKismetLibrary_ReplaceRangeInGameplayEffectContainer Parms{};

	Parms.EffectContainer = std::move(EffectContainer);
	Parms.NewRange = std::move(NewRange);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ScriptEnsureIsValid
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString                           MESSAGE                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          Object                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ScriptEnsureIsValid(const class FString& MESSAGE, class UObject* Object)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ScriptEnsureIsValid");

	Params::FortKismetLibrary_ScriptEnsureIsValid Parms{};

	Parms.MESSAGE = std::move(MESSAGE);
	Parms.Object = Object;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ScriptError
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString                           MESSAGE                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ScriptError(const class FString& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ScriptError");

	Params::FortKismetLibrary_ScriptError Parms{};

	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SelectMaterialInstance
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UMaterialInstance*                A                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstance*                B                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSelectA                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstance*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstance* UFortKismetLibrary::SelectMaterialInstance(class UMaterialInstance* A, class UMaterialInstance* B, bool bSelectA)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SelectMaterialInstance");

	Params::FortKismetLibrary_SelectMaterialInstance Parms{};

	Parms.A = A;
	Parms.B = B;
	Parms.bSelectA = bSelectA;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.SetCanBeDamaged
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCanBeDamaged                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::SetCanBeDamaged(class AActor* Actor, bool bCanBeDamaged)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SetCanBeDamaged");

	Params::FortKismetLibrary_SetCanBeDamaged Parms{};

	Parms.Actor = Actor;
	Parms.bCanBeDamaged = bCanBeDamaged;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SetEndGameTimeDilation
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeDilation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::SetEndGameTimeDilation(const class UObject* WorldContextObject, float TimeDilation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SetEndGameTimeDilation");

	Params::FortKismetLibrary_SetEndGameTimeDilation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TimeDilation = TimeDilation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SetIdleKickEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::SetIdleKickEnabled(class UObject* WorldContextObject, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SetIdleKickEnabled");

	Params::FortKismetLibrary_SetIdleKickEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SetTimeOfDay
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeOfDay                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::SetTimeOfDay(class UObject* WorldContextObject, float TimeOfDay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDay");

	Params::FortKismetLibrary_SetTimeOfDay Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TimeOfDay = TimeOfDay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SetTimeOfDaySpeed
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeOfDaySpeedFactor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::SetTimeOfDaySpeed(class UObject* WorldContextObject, float TimeOfDaySpeedFactor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SetTimeOfDaySpeed");

	Params::FortKismetLibrary_SetTimeOfDaySpeed Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ShouldHideTutorialWidget
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FName                             WidgetName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::ShouldHideTutorialWidget(class FName WidgetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ShouldHideTutorialWidget");

	Params::FortKismetLibrary_ShouldHideTutorialWidget Parms{};

	Parms.WidgetName = WidgetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.ShowSoundIndicatorLocal
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        TrackedPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxAudibleDistance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortSoundIndicatorTypes                IndicatorType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*>    IgnoreOnControllers                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           Instigator                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Tint                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         OverrideIcon                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ShowSoundIndicatorLocal(class UObject* WorldContextObject, class AFortPawn* TrackedPawn, const struct FVector& Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, const TArray<class AFortPlayerController*>& IgnoreOnControllers, const class AActor* Instigator, const struct FLinearColor& Tint, class UTexture* OverrideIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ShowSoundIndicatorLocal");

	Params::FortKismetLibrary_ShowSoundIndicatorLocal Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TrackedPawn = TrackedPawn;
	Parms.Location = std::move(Location);
	Parms.MaxAudibleDistance = MaxAudibleDistance;
	Parms.IndicatorType = IndicatorType;
	Parms.IgnoreOnControllers = std::move(IgnoreOnControllers);
	Parms.Instigator = Instigator;
	Parms.Tint = std::move(Tint);
	Parms.OverrideIcon = OverrideIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.ShowSoundIndicatorLocalForTeam
// (Final, BlueprintCosmetic, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        TrackedPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxAudibleDistance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortSoundIndicatorTypes                IndicatorType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<EFortTeamAffiliation>            Affiliations                                           (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class AActor*                           Instigator                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Tint                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         OverrideIcon                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::ShowSoundIndicatorLocalForTeam(class UObject* WorldContextObject, class AFortPawn* TrackedPawn, const struct FVector& Location, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, uint8 Team, const TArray<EFortTeamAffiliation>& Affiliations, const class AActor* Instigator, const struct FLinearColor& Tint, class UTexture* OverrideIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "ShowSoundIndicatorLocalForTeam");

	Params::FortKismetLibrary_ShowSoundIndicatorLocalForTeam Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TrackedPawn = TrackedPawn;
	Parms.Location = std::move(Location);
	Parms.MaxAudibleDistance = MaxAudibleDistance;
	Parms.IndicatorType = IndicatorType;
	Parms.Team = Team;
	Parms.Affiliations = std::move(Affiliations);
	Parms.Instigator = Instigator;
	Parms.Tint = std::move(Tint);
	Parms.OverrideIcon = OverrideIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SpawnAreaOfEffectCloud
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortAreaOfEffectCloud>AreaOfEffectClass                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           RequestedBy                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit                        (Parm, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode                    (Parm, NativeAccessSpecifierPublic)
// class AFortAreaOfEffectCloud*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAreaOfEffectCloud* UFortKismetLibrary::SpawnAreaOfEffectCloud(TSubclassOf<class AFortAreaOfEffectCloud> AreaOfEffectClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnAreaOfEffectCloud");

	Params::FortKismetLibrary_SpawnAreaOfEffectCloud Parms{};

	Parms.AreaOfEffectClass = AreaOfEffectClass;
	Parms.RequestedBy = RequestedBy;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);
	Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
	Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.SpawnBuildingGameplayActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class ABuildingGameplayActor>BGAClass                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       Transform                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingGameplayActor*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingGameplayActor* UFortKismetLibrary::SpawnBuildingGameplayActor(TSubclassOf<class ABuildingGameplayActor> BGAClass, const struct FTransform& Transform, class AActor* Instigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnBuildingGameplayActor");

	Params::FortKismetLibrary_SpawnBuildingGameplayActor Parms{};

	Parms.BGAClass = BGAClass;
	Parms.Transform = std::move(Transform);
	Parms.Instigator = Instigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.SpawnProjectile
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortProjectileBase>  ProjectileClass                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           RequestedBy                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnDirection                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnHit                        (Parm, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec EffectContainerSpecToApplyOnExplode                    (Parm, NativeAccessSpecifierPublic)
// bool                                    bUseDefaultPhysics                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           HomingTarget                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InitialSpeed                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityScale                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ChargePercent                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortProjectileBase* UFortKismetLibrary::SpawnProjectile(TSubclassOf<class AFortProjectileBase> ProjectileClass, class AActor* RequestedBy, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, const struct FRotator& SpawnDirection, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& EffectContainerSpecToApplyOnExplode, bool bUseDefaultPhysics, class AActor* HomingTarget, float InitialSpeed, float GravityScale, float ChargePercent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnProjectile");

	Params::FortKismetLibrary_SpawnProjectile Parms{};

	Parms.ProjectileClass = ProjectileClass;
	Parms.RequestedBy = RequestedBy;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);
	Parms.SpawnDirection = std::move(SpawnDirection);
	Parms.EffectContainerSpecToApplyOnHit = std::move(EffectContainerSpecToApplyOnHit);
	Parms.EffectContainerSpecToApplyOnExplode = std::move(EffectContainerSpecToApplyOnExplode);
	Parms.bUseDefaultPhysics = bUseDefaultPhysics;
	Parms.HomingTarget = HomingTarget;
	Parms.InitialSpeed = InitialSpeed;
	Parms.GravityScale = GravityScale;
	Parms.ChargePercent = ChargePercent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.SpawnTracerFromPool
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortTracerBase>      TracerClass                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Origin                                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Destination                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTracerBase*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTracerBase* UFortKismetLibrary::SpawnTracerFromPool(class UObject* WorldContextObject, TSubclassOf<class AFortTracerBase> TracerClass, const struct FVector& Origin, const struct FVector& Destination, class AFortPawn* Instigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SpawnTracerFromPool");

	Params::FortKismetLibrary_SpawnTracerFromPool Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TracerClass = TracerClass;
	Parms.Origin = std::move(Origin);
	Parms.Destination = std::move(Destination);
	Parms.Instigator = Instigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.StartUIConversation
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::StartUIConversation(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "StartUIConversation");

	Params::FortKismetLibrary_StartUIConversation Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.StopUIConversation
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::StopUIConversation(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "StopUIConversation");

	Params::FortKismetLibrary_StopUIConversation Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.SwitchHeroType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           NewHeroName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortKismetLibrary::SwitchHeroType(class AFortPlayerController* FortPC, const class FString& NewHeroName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "SwitchHeroType");

	Params::FortKismetLibrary_SwitchHeroType Parms{};

	Parms.FortPC = FortPC;
	Parms.NewHeroName = std::move(NewHeroName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.TriggerFeedbackEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortFeedbackHandle              EventHandle                                            (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatorPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        Recipient                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OverriddenDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOverriddenQueuing                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowReplication                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::TriggerFeedbackEvent(class UObject* WorldContextObject, const struct FFortFeedbackHandle& EventHandle, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay, bool bOverriddenQueuing, bool bAllowReplication)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "TriggerFeedbackEvent");

	Params::FortKismetLibrary_TriggerFeedbackEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventHandle = std::move(EventHandle);
	Parms.InstigatorPawn = InstigatorPawn;
	Parms.Recipient = Recipient;
	Parms.OverriddenDelay = OverriddenDelay;
	Parms.bOverriddenQueuing = bOverriddenQueuing;
	Parms.bAllowReplication = bAllowReplication;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.UnequipFortAbilitySet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAbilitySetHandle            AbilitySetHandle                                       (Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortKismetLibrary::UnequipFortAbilitySet(struct FFortAbilitySetHandle& AbilitySetHandle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "UnequipFortAbilitySet");

	Params::FortKismetLibrary_UnequipFortAbilitySet Parms{};

	Parms.AbilitySetHandle = std::move(AbilitySetHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	AbilitySetHandle = std::move(Parms.AbilitySetHandle);
}


// Function FortniteGame.FortKismetLibrary.UnhideAllTutorialWidgets
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::UnhideAllTutorialWidgets(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideAllTutorialWidgets");

	Params::FortKismetLibrary_UnhideAllTutorialWidgets Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.UnhideTutorialWidget
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             WidgetName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::UnhideTutorialWidget(class UObject* WorldContextObject, class FName WidgetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "UnhideTutorialWidget");

	Params::FortKismetLibrary_UnhideTutorialWidget Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WidgetName = WidgetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.VectorToNormalizedAngleInDegrees
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          V                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortKismetLibrary::VectorToNormalizedAngleInDegrees(const struct FVector& V)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortKismetLibrary", "VectorToNormalizedAngleInDegrees");

	Params::FortKismetLibrary_VectorToNormalizedAngleInDegrees Parms{};

	Parms.V = std::move(V);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKismetLibrary.K2_CycleBuildingMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBroadcast                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDoUIFeedback                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bHonorAutoSwitch                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_CycleBuildingMaterial(class AFortPlayerController* Controller, bool bBroadcast, bool bDoUIFeedback, bool bHonorAutoSwitch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKismetLibrary", "K2_CycleBuildingMaterial");

	Params::FortKismetLibrary_K2_CycleBuildingMaterial Parms{};

	Parms.Controller = Controller;
	Parms.bBroadcast = bBroadcast;
	Parms.bDoUIFeedback = bDoUIFeedback;
	Parms.bHonorAutoSwitch = bHonorAutoSwitch;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKismetLibrary.K2_SetCurrentResourceType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       NewMaterial                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortKismetLibrary::K2_SetCurrentResourceType(class AFortPlayerController* Controller, EFortResourceType NewMaterial)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKismetLibrary", "K2_SetCurrentResourceType");

	Params::FortKismetLibrary_K2_SetCurrentResourceType Parms{};

	Parms.Controller = Controller;
	Parms.NewMaterial = NewMaterial;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaMusicPackItemDefinition.GetCoverArt
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UAthenaMusicPackItemDefinition::GetCoverArt() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaMusicPackItemDefinition", "GetCoverArt");

	Params::AthenaMusicPackItemDefinition_GetCoverArt Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.AddGameplayCueLocal
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           CueParameters                                          (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bOnlyNotifies                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::AddGameplayCueLocal(class AActor* Target, const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& CueParameters, bool bOnlyNotifies)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "AddGameplayCueLocal");

	Params::FortGameplayCueFunctionLibrary_AddGameplayCueLocal Parms{};

	Parms.Target = Target;
	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.CueParameters = std::move(CueParameters);
	Parms.bOnlyNotifies = bOnlyNotifies;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.BuildCueParametersFromHitResult
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           OutCueParameters                                       (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::BuildCueParametersFromHitResult(class AActor* SourceActor, const struct FHitResult& HitResult, struct FGameplayCueParameters* OutCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "BuildCueParametersFromHitResult");

	Params::FortGameplayCueFunctionLibrary_BuildCueParametersFromHitResult Parms{};

	Parms.SourceActor = SourceActor;
	Parms.HitResult = std::move(HitResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCueParameters != nullptr)
		*OutCueParameters = std::move(Parms.OutCueParameters);
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.BuildCueParametersFromSource
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           OutCueParameters                                       (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::BuildCueParametersFromSource(class AActor* SourceActor, struct FGameplayCueParameters* OutCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "BuildCueParametersFromSource");

	Params::FortGameplayCueFunctionLibrary_BuildCueParametersFromSource Parms{};

	Parms.SourceActor = SourceActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCueParameters != nullptr)
		*OutCueParameters = std::move(Parms.OutCueParameters);
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.CheckSpawnConditionForCueParameters
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           CueParameters                                          (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FFortGameplayCueSpawnCondition   Condition                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForCueParameters(class AActor* Target, const struct FGameplayCueParameters& CueParameters, const struct FFortGameplayCueSpawnCondition& Condition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "CheckSpawnConditionForCueParameters");

	Params::FortGameplayCueFunctionLibrary_CheckSpawnConditionForCueParameters Parms{};

	Parms.Target = Target;
	Parms.CueParameters = std::move(CueParameters);
	Parms.Condition = std::move(Condition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.CheckSpawnConditionForHitResult
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitResult                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FFortGameplayCueSpawnCondition   Condition                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForHitResult(class AActor* Target, class AActor* SourceActor, const struct FHitResult& HitResult, const struct FFortGameplayCueSpawnCondition& Condition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "CheckSpawnConditionForHitResult");

	Params::FortGameplayCueFunctionLibrary_CheckSpawnConditionForHitResult Parms{};

	Parms.Target = Target;
	Parms.SourceActor = SourceActor;
	Parms.HitResult = std::move(HitResult);
	Parms.Condition = std::move(Condition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.CheckSpawnConditionForSource
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayCueSpawnCondition   Condition                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayCueFunctionLibrary::CheckSpawnConditionForSource(class AActor* Target, class AActor* SourceActor, const struct FFortGameplayCueSpawnCondition& Condition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "CheckSpawnConditionForSource");

	Params::FortGameplayCueFunctionLibrary_CheckSpawnConditionForSource Parms{};

	Parms.Target = Target;
	Parms.SourceActor = SourceActor;
	Parms.Condition = std::move(Condition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.ExecuteGameplayCueLocal
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           CueParameters                                          (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bOnlyNotifies                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::ExecuteGameplayCueLocal(class AActor* Target, const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& CueParameters, bool bOnlyNotifies)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "ExecuteGameplayCueLocal");

	Params::FortGameplayCueFunctionLibrary_ExecuteGameplayCueLocal Parms{};

	Parms.Target = Target;
	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.CueParameters = std::move(CueParameters);
	Parms.bOnlyNotifies = bOnlyNotifies;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.PlayBurstEffect
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortBurstEffectData             BurstEffect                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           CueParameters                                          (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FFortGameplayCueSpawnResult      OutResult                                              (Parm, OutParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::PlayBurstEffect(const struct FFortBurstEffectData& BurstEffect, class AActor* Target, const struct FGameplayCueParameters& CueParameters, struct FFortGameplayCueSpawnResult* OutResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "PlayBurstEffect");

	Params::FortGameplayCueFunctionLibrary_PlayBurstEffect Parms{};

	Parms.BurstEffect = std::move(BurstEffect);
	Parms.Target = Target;
	Parms.CueParameters = std::move(CueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutResult != nullptr)
		*OutResult = std::move(Parms.OutResult);
}


// Function FortniteGame.FortGameplayCueFunctionLibrary.RemoveGameplayCueLocal
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Target                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     GameplayCueTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           CueParameters                                          (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bOnlyNotifies                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayCueFunctionLibrary::RemoveGameplayCueLocal(class AActor* Target, const struct FGameplayTag& GameplayCueTag, const struct FGameplayCueParameters& CueParameters, bool bOnlyNotifies)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayCueFunctionLibrary", "RemoveGameplayCueLocal");

	Params::FortGameplayCueFunctionLibrary_RemoveGameplayCueLocal Parms{};

	Parms.Target = Target;
	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.CueParameters = std::move(CueParameters);
	Parms.bOnlyNotifies = bOnlyNotifies;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_GiveItemsAtPhase.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_GiveItemsAtPhase::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_GiveItemsAtPhase", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_GiveItemsAtPhase_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.ApplySaveToWorld
// (Final, Native, Public)
// Parameters:
// bool                                    bComplexShouldSpawn                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::ApplySaveToWorld(const bool bComplexShouldSpawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "ApplySaveToWorld");

	Params::LevelSaveBaseComponent_ApplySaveToWorld Parms{};

	Parms.bComplexShouldSpawn = bComplexShouldSpawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.ConstructNewLevelRecord
// (Final, Native, Private)
// Parameters:
// class AActor*                           Owner                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::ConstructNewLevelRecord(class AActor* Owner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "ConstructNewLevelRecord");

	Params::LevelSaveBaseComponent_ConstructNewLevelRecord Parms{};

	Parms.Owner = Owner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.HandleVolumeStateChanged
// (Native, Protected)
// Parameters:
// EVolumeState                            NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::HandleVolumeStateChanged(EVolumeState NewState, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "HandleVolumeStateChanged");

	Params::LevelSaveBaseComponent_HandleVolumeStateChanged Parms{};

	Parms.NewState = NewState;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.LoadLevelRecord
// (Native, Public, BlueprintCallable)

void ULevelSaveBaseComponent::LoadLevelRecord()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "LoadLevelRecord");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.OnFinishedRecordRead
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::OnFinishedRecordRead(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "OnFinishedRecordRead");

	Params::LevelSaveBaseComponent_OnFinishedRecordRead Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.OnFinishedRecordWrite
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::OnFinishedRecordWrite(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "OnFinishedRecordWrite");

	Params::LevelSaveBaseComponent_OnFinishedRecordWrite Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.OnFinishSpawning
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::OnFinishSpawning(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "OnFinishSpawning");

	Params::LevelSaveBaseComponent_OnFinishSpawning Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.RegisterCreationToRollback
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::RegisterCreationToRollback(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "RegisterCreationToRollback");

	Params::LevelSaveBaseComponent_RegisterCreationToRollback Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.RegisterDeletedActor
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ULevelSaveBaseComponent::RegisterDeletedActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "RegisterDeletedActor");

	Params::LevelSaveBaseComponent_RegisterDeletedActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.LevelSaveBaseComponent.RegisterDeletionToRollback
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::RegisterDeletionToRollback(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "RegisterDeletionToRollback");

	Params::LevelSaveBaseComponent_RegisterDeletionToRollback Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.RegisterModificationToRollback
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveBaseComponent::RegisterModificationToRollback(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "RegisterModificationToRollback");

	Params::LevelSaveBaseComponent_RegisterModificationToRollback Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.RegisterNewActor
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ULevelSaveBaseComponent::RegisterNewActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "RegisterNewActor");

	Params::LevelSaveBaseComponent_RegisterNewActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.LevelSaveBaseComponent.ResaveActor
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ULevelSaveBaseComponent::ResaveActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "ResaveActor");

	Params::LevelSaveBaseComponent_ResaveActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.LevelSaveBaseComponent.SaveOutLevelRecord
// (Native, Public, BlueprintCallable)

void ULevelSaveBaseComponent::SaveOutLevelRecord()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "SaveOutLevelRecord");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.StartPeriodicSaveTimer
// (Final, Native, Public)

void ULevelSaveBaseComponent::StartPeriodicSaveTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "StartPeriodicSaveTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveBaseComponent.StopPeriodicSaveTimer
// (Final, Native, Public)

void ULevelSaveBaseComponent::StopPeriodicSaveTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveBaseComponent", "StopPeriodicSaveTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.CloudLoadFinished
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::CloudLoadFinished(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "CloudLoadFinished");

	Params::FortLevelSaveComponent_CloudLoadFinished Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.CloudSaveFinished
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::CloudSaveFinished(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "CloudSaveFinished");

	Params::FortLevelSaveComponent_CloudSaveFinished Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnAsyncLoadingOfPlaysetComplete
// (Final, Native, Protected)
// Parameters:
// TSoftObjectPtr<class UFortPlaysetItemDefinition>PlaysetPtr                                             (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::OnAsyncLoadingOfPlaysetComplete(TSoftObjectPtr<class UFortPlaysetItemDefinition> PlaysetPtr)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnAsyncLoadingOfPlaysetComplete");

	Params::FortLevelSaveComponent_OnAsyncLoadingOfPlaysetComplete Parms{};

	Parms.PlaysetPtr = PlaysetPtr;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_BackupSaveState
// (Final, Native, Protected)
// Parameters:
// EBackupSaveState                        OldValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::OnRep_BackupSaveState(EBackupSaveState OldValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_BackupSaveState");

	Params::FortLevelSaveComponent_OnRep_BackupSaveState Parms{};

	Parms.OldValue = OldValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_IsAutoSaving
// (Final, Native, Protected)
// Parameters:
// bool                                    bOldValue                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::OnRep_IsAutoSaving(bool bOldValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_IsAutoSaving");

	Params::FortLevelSaveComponent_OnRep_IsAutoSaving Parms{};

	Parms.bOldValue = bOldValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_LastCheckpointDate
// (Final, Native, Protected, HasDefaults)
// Parameters:
// struct FDateTime                        OldValue                                               (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::OnRep_LastCheckpointDate(const struct FDateTime& OldValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_LastCheckpointDate");

	Params::FortLevelSaveComponent_OnRep_LastCheckpointDate Parms{};

	Parms.OldValue = std::move(OldValue);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_Loaded
// (Final, Native, Protected)

void UFortLevelSaveComponent::OnRep_Loaded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_Loaded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_LoadedPlotInstanceId
// (Final, Native, Protected)

void UFortLevelSaveComponent::OnRep_LoadedPlotInstanceId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_LoadedPlotInstanceId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_PlotPermissionsChanged
// (Final, Native, Protected)

void UFortLevelSaveComponent::OnRep_PlotPermissionsChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_PlotPermissionsChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.OnRep_RestoringStateChanged
// (Final, Native, Protected)
// Parameters:
// EBackupSaveState                        OldValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::OnRep_RestoringStateChanged(EBackupSaveState OldValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "OnRep_RestoringStateChanged");

	Params::FortLevelSaveComponent_OnRep_RestoringStateChanged Parms{};

	Parms.OldValue = OldValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.RestrictedPlotLoadComplete
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortLevelSaveComponent::RestrictedPlotLoadComplete(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "RestrictedPlotLoadComplete");

	Params::FortLevelSaveComponent_RestrictedPlotLoadComplete Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelSaveComponent.DoesPlayerHavePermissionToEdit
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 UserRequestingPermission                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortLevelSaveComponent::DoesPlayerHavePermissionToEdit(const struct FUniqueNetIdRepl& UserRequestingPermission) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "DoesPlayerHavePermissionToEdit");

	Params::FortLevelSaveComponent_DoesPlayerHavePermissionToEdit Parms{};

	Parms.UserRequestingPermission = std::move(UserRequestingPermission);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLevelSaveComponent.GetAccountIdOfOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FUniqueNetIdRepl UFortLevelSaveComponent::GetAccountIdOfOwner() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "GetAccountIdOfOwner");

	Params::FortLevelSaveComponent_GetAccountIdOfOwner Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLevelSaveComponent.IsCurated
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortLevelSaveComponent::IsCurated() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "IsCurated");

	Params::FortLevelSaveComponent_IsCurated Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLevelSaveComponent.IsLoaded
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortLevelSaveComponent::IsLoaded() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelSaveComponent", "IsLoaded");

	Params::FortLevelSaveComponent_IsLoaded Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_Barrier.CheckHealthThreshold
// (Final, Native, Protected)
// Parameters:
// uint8                                   TeamNum                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Barrier::CheckHealthThreshold(uint8 TeamNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Barrier", "CheckHealthThreshold");

	Params::FortAthenaMutator_Barrier_CheckHealthThreshold Parms{};

	Parms.TeamNum = TeamNum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Barrier.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Barrier::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Barrier", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_Barrier_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Barrier.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Barrier::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Barrier", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_Barrier_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNavSystem.IsNavmeshInRadiusInitialized
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContext                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          TestLocation                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TestRadius                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortNavSystem::IsNavmeshInRadiusInitialized(class UObject* WorldContext, const struct FVector& TestLocation, float TestRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortNavSystem", "IsNavmeshInRadiusInitialized");

	Params::FortNavSystem_IsNavmeshInRadiusInitialized Parms{};

	Parms.WorldContext = WorldContext;
	Parms.TestLocation = std::move(TestLocation);
	Parms.TestRadius = TestRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortNavSystem.OnNavDataRegistered
// (Final, Native, Protected)
// Parameters:
// class ANavigationData*                  NavData                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNavSystem::OnNavDataRegistered(class ANavigationData* NavData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNavSystem", "OnNavDataRegistered");

	Params::FortNavSystem_OnNavDataRegistered Parms{};

	Parms.NavData = NavData;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.AdjustNormalizedDistanceToPlayer
// (Final, Native, Public)
// Parameters:
// float                                   Val                                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::AdjustNormalizedDistanceToPlayer(const float Val)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "AdjustNormalizedDistanceToPlayer");

	Params::FortPlayerControllerSpectating_AdjustNormalizedDistanceToPlayer Parms{};

	Parms.Val = Val;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowHoveredPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::FollowHoveredPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowHoveredPlayer");

	Params::FortPlayerControllerSpectating_FollowHoveredPlayer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowLastDamager
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowLastDamager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowLastDamager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowNextPlayer
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowNextPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowNextPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowNextSquadMember
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowNextSquadMember()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowNextSquadMember");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowNextTeamMember
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowNextTeamMember()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowNextTeamMember");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowPlayerByName
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           PlayerName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::FollowPlayerByName(const class FString& PlayerName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowPlayerByName");

	Params::FortPlayerControllerSpectating_FollowPlayerByName Parms{};

	Parms.PlayerName = std::move(PlayerName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowPrevPlayer
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowPrevPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowPrevPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowPrevSquadMember
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowPrevSquadMember()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowPrevSquadMember");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FollowPrevTeamMember
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FollowPrevTeamMember()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FollowPrevTeamMember");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FullScreenMapCursorMoved
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D                        CursorWidgetLocation                                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector2D                        CursorDelta                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::FullScreenMapCursorMoved(const struct FVector2D& CursorWidgetLocation, const struct FVector2D& CursorDelta)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FullScreenMapCursorMoved");

	Params::FortPlayerControllerSpectating_FullScreenMapCursorMoved Parms{};

	Parms.CursorWidgetLocation = std::move(CursorWidgetLocation);
	Parms.CursorDelta = std::move(CursorDelta);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FullScreenMapCursorStartDrag
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FullScreenMapCursorStartDrag()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FullScreenMapCursorStartDrag");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FullScreenMapCursorStopDrag
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::FullScreenMapCursorStopDrag()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FullScreenMapCursorStopDrag");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.FullscreenMapZoom
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::FullscreenMapZoom(float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "FullscreenMapZoom");

	Params::FortPlayerControllerSpectating_FullscreenMapZoom Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.HandleTimelineScrubbed
// (Final, Native, Public)

void AFortPlayerControllerSpectating::HandleTimelineScrubbed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "HandleTimelineScrubbed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.IsAllowedChangeCamera
// (Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::IsAllowedChangeCamera()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "IsAllowedChangeCamera");

	Params::FortPlayerControllerSpectating_IsAllowedChangeCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.JumpToHoveredActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::JumpToHoveredActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "JumpToHoveredActor");

	Params::FortPlayerControllerSpectating_JumpToHoveredActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.OnGamePhaseChanged
// (Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::OnGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "OnGamePhaseChanged");

	Params::FortPlayerControllerSpectating_OnGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.OnNextCameraMode
// (Final, Native, Protected, BlueprintCallable)

void AFortPlayerControllerSpectating::OnNextCameraMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "OnNextCameraMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.PlayerBecameRelevant
// (Native, Protected)
// Parameters:
// class AFortPlayerState*                 FPS                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::PlayerBecameRelevant(class AFortPlayerState* FPS)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "PlayerBecameRelevant");

	Params::FortPlayerControllerSpectating_PlayerBecameRelevant Parms{};

	Parms.FPS = FPS;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.ResetAllCameras
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::ResetAllCameras()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "ResetAllCameras");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.ResetCamera
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::ResetCamera()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "ResetCamera");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetBlendType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortSpectatorBlendType                 NewBlendType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetBlendType(EFortSpectatorBlendType NewBlendType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetBlendType");

	Params::FortPlayerControllerSpectating_SetBlendType Parms{};

	Parms.NewBlendType = NewBlendType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetCameraCollision
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    Collide                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetCameraCollision(bool Collide)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetCameraCollision");

	Params::FortPlayerControllerSpectating_SetCameraCollision Parms{};

	Parms.Collide = Collide;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetDamageFXEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetDamageFXEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetDamageFXEnabled");

	Params::FortPlayerControllerSpectating_SetDamageFXEnabled Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetFollowedPlayer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 NewPlayerToFollow                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bHideMap                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceChange                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetFollowedPlayer(class AFortPlayerState* NewPlayerToFollow, bool bHideMap, bool bForceChange)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetFollowedPlayer");

	Params::FortPlayerControllerSpectating_SetFollowedPlayer Parms{};

	Parms.NewPlayerToFollow = NewPlayerToFollow;
	Parms.bHideMap = bHideMap;
	Parms.bForceChange = bForceChange;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetMapWeaponTracersEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetMapWeaponTracersEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetMapWeaponTracersEnabled");

	Params::FortPlayerControllerSpectating_SetMapWeaponTracersEnabled Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetNameplatesEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetNameplatesEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetNameplatesEnabled");

	Params::FortPlayerControllerSpectating_SetNameplatesEnabled Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetNameplatesViewDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewDistance                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetNameplatesViewDistance(float NewDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetNameplatesViewDistance");

	Params::FortPlayerControllerSpectating_SetNameplatesViewDistance Parms{};

	Parms.NewDistance = NewDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetNewCameraType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// ESpectatorCameraType                    NewCameraType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bReset                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetNewCameraType(ESpectatorCameraType NewCameraType, bool bReset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetNewCameraType");

	Params::FortPlayerControllerSpectating_SetNewCameraType Parms{};

	Parms.NewCameraType = NewCameraType;
	Parms.bReset = bReset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetOutlinesEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetOutlinesEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetOutlinesEnabled");

	Params::FortPlayerControllerSpectating_SetOutlinesEnabled Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetOutsideSafeZoneOpacity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewOpacity                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetOutsideSafeZoneOpacity(float NewOpacity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetOutsideSafeZoneOpacity");

	Params::FortPlayerControllerSpectating_SetOutsideSafeZoneOpacity Parms{};

	Parms.NewOpacity = NewOpacity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetRelevancyZoneVisible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetRelevancyZoneVisible(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetRelevancyZoneVisible");

	Params::FortPlayerControllerSpectating_SetRelevancyZoneVisible Parms{};

	Parms.bVisible = bVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetShareLensSettingsEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetShareLensSettingsEnabled(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetShareLensSettingsEnabled");

	Params::FortPlayerControllerSpectating_SetShareLensSettingsEnabled Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetStormEffectsEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetStormEffectsEnabled(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetStormEffectsEnabled");

	Params::FortPlayerControllerSpectating_SetStormEffectsEnabled Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SetThirdPersonAutoFollow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   FollowMode                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::SetThirdPersonAutoFollow(int32 FollowMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SetThirdPersonAutoFollow");

	Params::FortPlayerControllerSpectating_SetThirdPersonAutoFollow Parms{};

	Parms.FollowMode = FollowMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.ShowHoveredPlayersConsoleProfile
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::ShowHoveredPlayersConsoleProfile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "ShowHoveredPlayersConsoleProfile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.SpectatorClearSavedCameraShots
// (Final, Exec, Native, Protected)

void AFortPlayerControllerSpectating::SpectatorClearSavedCameraShots()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "SpectatorClearSavedCameraShots");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.ToggleSpectatorHUD
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerSpectating::ToggleSpectatorHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "ToggleSpectatorHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.ZoomIn
// (Final, Native, Public)
// Parameters:
// float                                   Val                                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerSpectating::ZoomIn(const float Val)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "ZoomIn");

	Params::FortPlayerControllerSpectating_ZoomIn Parms{};

	Parms.Val = Val;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerSpectating.CanRespawnAfterDeath
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::CanRespawnAfterDeath() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "CanRespawnAfterDeath");

	Params::FortPlayerControllerSpectating_CanRespawnAfterDeath Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetAddedPlayersMap
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TMap<struct FUniqueNetIdRepl, class AFortPlayerStateAthena*>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TMap<struct FUniqueNetIdRepl, class AFortPlayerStateAthena*> AFortPlayerControllerSpectating::GetAddedPlayersMap() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetAddedPlayersMap");

	Params::FortPlayerControllerSpectating_GetAddedPlayersMap Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetBlendType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortSpectatorBlendType                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortSpectatorBlendType AFortPlayerControllerSpectating::GetBlendType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetBlendType");

	Params::FortPlayerControllerSpectating_GetBlendType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetCurrentSpectatorCameraComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortSpectatorCameraComponent*    ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortSpectatorCameraComponent* AFortPlayerControllerSpectating::GetCurrentSpectatorCameraComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetCurrentSpectatorCameraComponent");

	Params::FortPlayerControllerSpectating_GetCurrentSpectatorCameraComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetDamageFXEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetDamageFXEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetDamageFXEnabled");

	Params::FortPlayerControllerSpectating_GetDamageFXEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetFollowedPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerState* AFortPlayerControllerSpectating::GetFollowedPlayer() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetFollowedPlayer");

	Params::FortPlayerControllerSpectating_GetFollowedPlayer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetMapWeaponTracersEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetMapWeaponTracersEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetMapWeaponTracersEnabled");

	Params::FortPlayerControllerSpectating_GetMapWeaponTracersEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateHideDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplateHideDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateHideDistance");

	Params::FortPlayerControllerSpectating_GetNameplateHideDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateMaxScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplateMaxScale() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateMaxScale");

	Params::FortPlayerControllerSpectating_GetNameplateMaxScale Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateMaxScaleDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplateMaxScaleDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateMaxScaleDistance");

	Params::FortPlayerControllerSpectating_GetNameplateMaxScaleDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateMinScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplateMinScale() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateMinScale");

	Params::FortPlayerControllerSpectating_GetNameplateMinScale Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateMinScaleDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplateMinScaleDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateMinScaleDistance");

	Params::FortPlayerControllerSpectating_GetNameplateMinScaleDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplatesEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetNameplatesEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplatesEnabled");

	Params::FortPlayerControllerSpectating_GetNameplatesEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplateShowDebug
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetNameplateShowDebug() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplateShowDebug");

	Params::FortPlayerControllerSpectating_GetNameplateShowDebug Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetNameplatesViewDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetNameplatesViewDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetNameplatesViewDistance");

	Params::FortPlayerControllerSpectating_GetNameplatesViewDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetOutlinesEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetOutlinesEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetOutlinesEnabled");

	Params::FortPlayerControllerSpectating_GetOutlinesEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetOutsideSafeZoneOpacity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerSpectating::GetOutsideSafeZoneOpacity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetOutsideSafeZoneOpacity");

	Params::FortPlayerControllerSpectating_GetOutsideSafeZoneOpacity Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetRelevancyZoneVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetRelevancyZoneVisible() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetRelevancyZoneVisible");

	Params::FortPlayerControllerSpectating_GetRelevancyZoneVisible Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetShareLensSettingsEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetShareLensSettingsEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetShareLensSettingsEnabled");

	Params::FortPlayerControllerSpectating_GetShareLensSettingsEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.GetStormEffectsEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::GetStormEffectsEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "GetStormEffectsEnabled");

	Params::FortPlayerControllerSpectating_GetStormEffectsEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.IsFollowedPlayerInBus
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::IsFollowedPlayerInBus() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "IsFollowedPlayerInBus");

	Params::FortPlayerControllerSpectating_IsFollowedPlayerInBus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerSpectating.IsPlayerInRelevancy
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 FPS                                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerSpectating::IsPlayerInRelevancy(const class AFortPlayerState* FPS) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerSpectating", "IsPlayerInRelevancy");

	Params::FortPlayerControllerSpectating_IsPlayerInRelevancy Parms{};

	Parms.FPS = FPS;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLiveBroadcastController.CanStartBattleBus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortLiveBroadcastController::CanStartBattleBus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "CanStartBattleBus");

	Params::FortLiveBroadcastController_CanStartBattleBus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLiveBroadcastController.HandleFollowedPlayerWeaponAttachmentChanged
// (Final, Native, Private)
// Parameters:
// class AFortWeapon*                      NewWeapon                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortWeapon*                      OldWeapon                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLiveBroadcastController::HandleFollowedPlayerWeaponAttachmentChanged(class AFortWeapon* NewWeapon, class AFortWeapon* OldWeapon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "HandleFollowedPlayerWeaponAttachmentChanged");

	Params::FortLiveBroadcastController_HandleFollowedPlayerWeaponAttachmentChanged Parms{};

	Parms.NewWeapon = NewWeapon;
	Parms.OldWeapon = OldWeapon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortLiveBroadcastController.NoParamDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void AFortLiveBroadcastController::NoParamDelegate__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "NoParamDelegate__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortLiveBroadcastController.OnRep_FollowedPawnLocation
// (Final, Native, Private)

void AFortLiveBroadcastController::OnRep_FollowedPawnLocation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "OnRep_FollowedPawnLocation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLiveBroadcastController.OnRep_FollowedPlayerRemoteClientInfo
// (Final, Native, Private)

void AFortLiveBroadcastController::OnRep_FollowedPlayerRemoteClientInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "OnRep_FollowedPlayerRemoteClientInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLiveBroadcastController.ServerBeginBusPhase
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortLiveBroadcastController::ServerBeginBusPhase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "ServerBeginBusPhase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLiveBroadcastController.ServerSetFollowedPlayer
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AFortPlayerState*                 NewPlayerToFollow                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLiveBroadcastController::ServerSetFollowedPlayer(class AFortPlayerState* NewPlayerToFollow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "ServerSetFollowedPlayer");

	Params::FortLiveBroadcastController_ServerSetFollowedPlayer Parms{};

	Parms.NewPlayerToFollow = NewPlayerToFollow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLiveBroadcastController.TryBeginBusPhase
// (Final, Native, Public, BlueprintCallable)

void AFortLiveBroadcastController::TryBeginBusPhase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLiveBroadcastController", "TryBeginBusPhase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaNavSystemConfigOverride.LoadPreviewLevels
// (Final, Native, Public)

void AAthenaNavSystemConfigOverride::LoadPreviewLevels()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaNavSystemConfigOverride", "LoadPreviewLevels");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameSession.DumpReservations
// (Exec, Native, Public, Const)

void AFortGameSession::DumpReservations() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameSession", "DumpReservations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.ApplyItemWrapToActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAthenaItemWrapDefinition*        Wrap                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EItemWrapMaterialType                   MaterialType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortniteAutomationBlueprintLibrary::ApplyItemWrapToActor(class UAthenaItemWrapDefinition* Wrap, class AActor* Actor, EItemWrapMaterialType MaterialType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "ApplyItemWrapToActor");

	Params::FortniteAutomationBlueprintLibrary_ApplyItemWrapToActor Parms{};

	Parms.Wrap = Wrap;
	Parms.Actor = Actor;
	Parms.MaterialType = MaterialType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.DumpFPSChartsData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FString                           EntryName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortniteAutomationBlueprintLibrary::DumpFPSChartsData(const class FString& EntryName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "DumpFPSChartsData");

	Params::FortniteAutomationBlueprintLibrary_DumpFPSChartsData Parms{};

	Parms.EntryName = std::move(EntryName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.ForceAthenaCosmetic
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAthenaCosmeticItemDefinition*    ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortniteAutomationBlueprintLibrary::ForceAthenaCosmetic(const class UAthenaCosmeticItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "ForceAthenaCosmetic");

	Params::FortniteAutomationBlueprintLibrary_ForceAthenaCosmetic Parms{};

	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetAllAthenaCosmetics
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EFortItemType                           Type                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UAthenaCosmeticItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics(const EFortItemType Type)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetAllAthenaCosmetics");

	Params::FortniteAutomationBlueprintLibrary_GetAllAthenaCosmetics Parms{};

	Parms.Type = Type;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetAllAthenaCosmetics_MultipleType
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<EFortItemType>                   Types                                                  (ConstParm, Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UAthenaCosmeticItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UAthenaCosmeticItemDefinition*> UFortniteAutomationBlueprintLibrary::GetAllAthenaCosmetics_MultipleType(const TArray<EFortItemType>& Types)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetAllAthenaCosmetics_MultipleType");

	Params::FortniteAutomationBlueprintLibrary_GetAllAthenaCosmetics_MultipleType Parms{};

	Parms.Types = std::move(Types);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetAllFortVariantTokens
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TArray<class UFortVariantTokenType*>    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortVariantTokenType*> UFortniteAutomationBlueprintLibrary::GetAllFortVariantTokens()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetAllFortVariantTokens");

	Params::FortniteAutomationBlueprintLibrary_GetAllFortVariantTokens Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetAllItemWrapCompatibleActors
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    Vehicles                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    RespectDropTables                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class AActor>>       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, UObjectWrapper, NativeAccessSpecifierPublic)

TArray<TSubclassOf<class AActor>> UFortniteAutomationBlueprintLibrary::GetAllItemWrapCompatibleActors(bool Vehicles, bool RespectDropTables)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetAllItemWrapCompatibleActors");

	Params::FortniteAutomationBlueprintLibrary_GetAllItemWrapCompatibleActors Parms{};

	Parms.Vehicles = Vehicles;
	Parms.RespectDropTables = RespectDropTables;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetItemWrapperLockerSlotIndex
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortniteAutomationBlueprintLibrary::GetItemWrapperLockerSlotIndex(class UFortItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetItemWrapperLockerSlotIndex");

	Params::FortniteAutomationBlueprintLibrary_GetItemWrapperLockerSlotIndex Parms{};

	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetVariantChannels
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAthenaCosmeticItemDefinition*    ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FGameplayTag>             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantChannels(const class UAthenaCosmeticItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetVariantChannels");

	Params::FortniteAutomationBlueprintLibrary_GetVariantChannels Parms{};

	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.GetVariantNames
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAthenaCosmeticItemDefinition*    ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     VariantChannel                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FGameplayTag>             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FGameplayTag> UFortniteAutomationBlueprintLibrary::GetVariantNames(const class UAthenaCosmeticItemDefinition* ItemDefinition, const struct FGameplayTag& VariantChannel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "GetVariantNames");

	Params::FortniteAutomationBlueprintLibrary_GetVariantNames Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.VariantChannel = std::move(VariantChannel);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.MakeVariantChannelInfo
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAthenaCosmeticItemDefinition*    ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Channel                                                (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ActiveVariant                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FMcpVariantChannelInfo           ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FMcpVariantChannelInfo UFortniteAutomationBlueprintLibrary::MakeVariantChannelInfo(class UAthenaCosmeticItemDefinition* ItemDefinition, const struct FGameplayTag& Channel, const struct FGameplayTag& ActiveVariant)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "MakeVariantChannelInfo");

	Params::FortniteAutomationBlueprintLibrary_MakeVariantChannelInfo Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.Channel = std::move(Channel);
	Parms.ActiveVariant = std::move(ActiveVariant);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.ResetForcedAthenaCosmetics
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortniteAutomationBlueprintLibrary::ResetForcedAthenaCosmetics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "ResetForcedAthenaCosmetics");

	Params::FortniteAutomationBlueprintLibrary_ResetForcedAthenaCosmetics Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortniteAutomationBlueprintLibrary.ResetFPSChartsData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortniteAutomationBlueprintLibrary::ResetFPSChartsData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortniteAutomationBlueprintLibrary", "ResetFPSChartsData");

	Params::FortniteAutomationBlueprintLibrary_ResetFPSChartsData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPart.GetMaterialOverridesByIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TMap<int32, class UMaterialInterface*>  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TMap<int32, class UMaterialInterface*> UCustomCharacterPart::GetMaterialOverridesByIndex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPart", "GetMaterialOverridesByIndex");

	Params::CustomCharacterPart_GetMaterialOverridesByIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPart.GetSkeletalMesh
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMesh*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMesh* UCustomCharacterPart::GetSkeletalMesh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPart", "GetSkeletalMesh");

	Params::CustomCharacterPart_GetSkeletalMesh Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaSeasonStats.GetSeasonDefintion
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaSeasonItemDefinition*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaSeasonItemDefinition* UAthenaSeasonStats::GetSeasonDefintion()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSeasonStats", "GetSeasonDefintion");

	Params::AthenaSeasonStats_GetSeasonDefintion Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.AthenaPlayerMatchReport.DataAvailableEvent__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UAthenaPlayerMatchReport::DataAvailableEvent__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "DataAvailableEvent__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.AthenaPlayerMatchReport.GetLootRewards
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FAthenaMatchLootReward>   LootRewards                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UAthenaPlayerMatchReport::GetLootRewards(TArray<struct FAthenaMatchLootReward>* LootRewards)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "GetLootRewards");

	Params::AthenaPlayerMatchReport_GetLootRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LootRewards != nullptr)
		*LootRewards = std::move(Parms.LootRewards);
}


// Function FortniteGame.AthenaPlayerMatchReport.GetXpRewards
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FAthenaMatchXpReward>     XpRewards                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UAthenaPlayerMatchReport::GetXpRewards(TArray<struct FAthenaMatchXpReward>* XpRewards)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "GetXpRewards");

	Params::AthenaPlayerMatchReport_GetXpRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (XpRewards != nullptr)
		*XpRewards = std::move(Parms.XpRewards);
}


// Function FortniteGame.AthenaPlayerMatchReport.GetTotalBookXpEarned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UAthenaPlayerMatchReport::GetTotalBookXpEarned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "GetTotalBookXpEarned");

	Params::AthenaPlayerMatchReport_GetTotalBookXpEarned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaPlayerMatchReport.GetTotalScoreEarned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UAthenaPlayerMatchReport::GetTotalScoreEarned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "GetTotalScoreEarned");

	Params::AthenaPlayerMatchReport_GetTotalScoreEarned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaPlayerMatchReport.GetTotalSeasonalXpEarned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UAthenaPlayerMatchReport::GetTotalSeasonalXpEarned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaPlayerMatchReport", "GetTotalSeasonalXpEarned");

	Params::AthenaPlayerMatchReport_GetTotalSeasonalXpEarned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortEventItemDefinitionBase.CreateCalendarPayload
// (Final, Exec, Native, Public)

void UFortEventItemDefinitionBase::CreateCalendarPayload()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEventItemDefinitionBase", "CreateCalendarPayload");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNiagaraCascadeProxyComponent.SetActorParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNiagaraCascadeProxyComponent::SetActorParameter(class FName ParameterName, class AActor* Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNiagaraCascadeProxyComponent", "SetActorParameter");

	Params::FortNiagaraCascadeProxyComponent_SetActorParameter Parms{};

	Parms.ParameterName = ParameterName;
	Parms.Param = Param;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNiagaraCascadeProxyComponent.SetColorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNiagaraCascadeProxyComponent::SetColorParameter(class FName ParameterName, const struct FLinearColor& Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNiagaraCascadeProxyComponent", "SetColorParameter");

	Params::FortNiagaraCascadeProxyComponent_SetColorParameter Parms{};

	Parms.ParameterName = ParameterName;
	Parms.Param = std::move(Param);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNiagaraCascadeProxyComponent.SetFloatParameter
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNiagaraCascadeProxyComponent::SetFloatParameter(class FName ParameterName, float Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNiagaraCascadeProxyComponent", "SetFloatParameter");

	Params::FortNiagaraCascadeProxyComponent_SetFloatParameter Parms{};

	Parms.ParameterName = ParameterName;
	Parms.Param = Param;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNiagaraCascadeProxyComponent.SetVectorParameter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNiagaraCascadeProxyComponent::SetVectorParameter(class FName ParameterName, const struct FVector& Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNiagaraCascadeProxyComponent", "SetVectorParameter");

	Params::FortNiagaraCascadeProxyComponent_SetVectorParameter Parms{};

	Parms.ParameterName = ParameterName;
	Parms.Param = std::move(Param);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnBeginCrouching
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnBeginCrouching()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnBeginCrouching");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnBeginSkydiving
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnBeginSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnBeginSkydiving");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnBeginTargeting
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnBeginTargeting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnBeginTargeting");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnDayPhaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCustomCharacterPartAnimInstance::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnDayPhaseChanged");

	Params::CustomCharacterPartAnimInstance_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnEndCrouching
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnEndCrouching()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnEndCrouching");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnEndSkydiving
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnEndSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnEndSkydiving");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnEndTargeting
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnEndTargeting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnEndTargeting");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnNotifyPartsStarted
// (Event, Public, BlueprintEvent)
// Parameters:
// class FName                             Context                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCustomCharacterPartAnimInstance::OnNotifyPartsStarted(class FName Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnNotifyPartsStarted");

	Params::CustomCharacterPartAnimInstance_OnNotifyPartsStarted Parms{};

	Parms.Context = Context;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnNotifyPartsStopped
// (Event, Public, BlueprintEvent)
// Parameters:
// class FName                             Context                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCustomCharacterPartAnimInstance::OnNotifyPartsStopped(class FName Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnNotifyPartsStopped");

	Params::CustomCharacterPartAnimInstance_OnNotifyPartsStopped Parms{};

	Parms.Context = Context;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnParachuteClosed
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnParachuteClosed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnParachuteClosed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnParachuteOpened
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::OnParachuteOpened()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnParachuteOpened");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.OnPlayMontageFromGameplayTagQuery
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayTagQuery                MatchingQuery                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontagePlaying                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UCustomCharacterPartAnimInstance::OnPlayMontageFromGameplayTagQuery(const struct FGameplayTagQuery& MatchingQuery, class UAnimMontage* MontagePlaying)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "OnPlayMontageFromGameplayTagQuery");

	Params::CustomCharacterPartAnimInstance_OnPlayMontageFromGameplayTagQuery Parms{};

	Parms.MatchingQuery = std::move(MatchingQuery);
	Parms.MontagePlaying = MontagePlaying;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.PreDestruction
// (Event, Public, BlueprintEvent)

void UCustomCharacterPartAnimInstance::PreDestruction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "PreDestruction");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartAnimInstance.FindChildCommponentFromAttachSocket
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*           Parent                                                 (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludeAllDescendants                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             AttachSocket                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::FindChildCommponentFromAttachSocket(class USkeletalMeshComponent* Parent, bool bIncludeAllDescendants, class FName AttachSocket) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "FindChildCommponentFromAttachSocket");

	Params::CustomCharacterPartAnimInstance_FindChildCommponentFromAttachSocket Parms{};

	Parms.Parent = Parent;
	Parms.bIncludeAllDescendants = bIncludeAllDescendants;
	Parms.AttachSocket = AttachSocket;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetAssociatedPlayerPawn
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* UCustomCharacterPartAnimInstance::GetAssociatedPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetAssociatedPlayerPawn");

	Params::CustomCharacterPartAnimInstance_GetAssociatedPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetCharacterPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const EFortCustomPartType               ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const EFortCustomPartType UCustomCharacterPartAnimInstance::GetCharacterPartType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetCharacterPartType");

	Params::CustomCharacterPartAnimInstance_GetCharacterPartType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerDirection
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UCustomCharacterPartAnimInstance::GetOwnerDirection() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerDirection");

	Params::CustomCharacterPartAnimInstance_GetOwnerDirection Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetOwnerSkeletalMeshComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerSkeletalMeshComponent");

	Params::CustomCharacterPartAnimInstance_GetOwnerSkeletalMeshComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetOwnerZVelocity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UCustomCharacterPartAnimInstance::GetOwnerZVelocity() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetOwnerZVelocity");

	Params::CustomCharacterPartAnimInstance_GetOwnerZVelocity Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartAnimInstance.GetPartSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* UCustomCharacterPartAnimInstance::GetPartSkeletalMeshComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance", "GetPartSkeletalMeshComponent");

	Params::CustomCharacterPartAnimInstance_GetPartSkeletalMeshComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaSpectatorPlayerListRowData.GetPlayerState
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// const class AFortPlayerStateAthena*     ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class AFortPlayerStateAthena* UAthenaSpectatorPlayerListRowData::GetPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSpectatorPlayerListRowData", "GetPlayerState");

	Params::AthenaSpectatorPlayerListRowData_GetPlayerState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaSpectatorPlayerListRowData.SetKills
// (Final, Native, Public)
// Parameters:
// class AFortPlayerStateAthena*           PS                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InKills                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UAthenaSpectatorPlayerListRowData::SetKills(class AFortPlayerStateAthena* PS, int32 InKills)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSpectatorPlayerListRowData", "SetKills");

	Params::AthenaSpectatorPlayerListRowData_SetKills Parms{};

	Parms.PS = PS;
	Parms.InKills = InKills;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaSprayItemDefinition.GetDecalMaterial
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UMaterialInterface>ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UMaterialInterface> UAthenaSprayItemDefinition::GetDecalMaterial() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSprayItemDefinition", "GetDecalMaterial");

	Params::AthenaSprayItemDefinition_GetDecalMaterial Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaSprayItemDefinition.GetDecalTexture
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UAthenaSprayItemDefinition::GetDecalTexture() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSprayItemDefinition", "GetDecalTexture");

	Params::AthenaSprayItemDefinition_GetDecalTexture Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaSprayItemDefinition.ShouldUseBannerAsTexture
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAthenaSprayItemDefinition::ShouldUseBannerAsTexture() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaSprayItemDefinition", "ShouldUseBannerAsTexture");

	Params::AthenaSprayItemDefinition_ShouldUseBannerAsTexture Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AthenaToyItemDefinition.BakeLaunchPositions
// (Final, Native, Public)

void UAthenaToyItemDefinition::BakeLaunchPositions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaToyItemDefinition", "BakeLaunchPositions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AthenaToyItemDefinition.GetToyActorClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftClassPtr<class UClass>             ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftClassPtr<class UClass> UAthenaToyItemDefinition::GetToyActorClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AthenaToyItemDefinition", "GetToyActorClass");

	Params::AthenaToyItemDefinition_GetToyActorClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseLibrary.ApplyTieredModifierSet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FTieredModifierSetData>   ModifierSetData                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   WaveNum                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDeferTemporaryModifiers                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FActiveGameplayModifierHandle>OutAppliedModifiers                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::ApplyTieredModifierSet(class UObject* WorldContextObject, const TArray<struct FTieredModifierSetData>& ModifierSetData, int32 Tier, int32 WaveNum, bool bDeferTemporaryModifiers, TArray<struct FActiveGameplayModifierHandle>* OutAppliedModifiers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "ApplyTieredModifierSet");

	Params::FortDeployableBaseLibrary_ApplyTieredModifierSet Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ModifierSetData = std::move(ModifierSetData);
	Parms.Tier = Tier;
	Parms.WaveNum = WaveNum;
	Parms.bDeferTemporaryModifiers = bDeferTemporaryModifiers;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAppliedModifiers != nullptr)
		*OutAppliedModifiers = std::move(Parms.OutAppliedModifiers);
}


// Function FortniteGame.FortDeployableBaseLibrary.BroadcastHordeTierComplete
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCompletionResult                   Result                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::BroadcastHordeTierComplete(class UObject* WorldContextObject, EFortCompletionResult Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "BroadcastHordeTierComplete");

	Params::FortDeployableBaseLibrary_BroadcastHordeTierComplete Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Result = Result;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.ForceClearAllDefenders
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::ForceClearAllDefenders(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "ForceClearAllDefenders");

	Params::FortDeployableBaseLibrary_ForceClearAllDefenders Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.ForceDeployableBaseHordePlayersToResetAndRespawn
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::ForceDeployableBaseHordePlayersToResetAndRespawn(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "ForceDeployableBaseHordePlayersToResetAndRespawn");

	Params::FortDeployableBaseLibrary_ForceDeployableBaseHordePlayersToResetAndRespawn Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.ForceRestartDeployableBasePlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRestartInvulnerable                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::ForceRestartDeployableBasePlayers(class UObject* WorldContextObject, bool bRestartInvulnerable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "ForceRestartDeployableBasePlayers");

	Params::FortDeployableBaseLibrary_ForceRestartDeployableBasePlayers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bRestartInvulnerable = bRestartInvulnerable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.GetGameDifficultyInfo
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             RowName                                                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameDifficultyInfo              ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameDifficultyInfo UFortDeployableBaseLibrary::GetGameDifficultyInfo(const class FName& RowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "GetGameDifficultyInfo");

	Params::FortDeployableBaseLibrary_GetGameDifficultyInfo Parms{};

	Parms.RowName = RowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseLibrary.GetHordeTierStartStatus
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EHordeTierStartStatus                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EHordeTierStartStatus UFortDeployableBaseLibrary::GetHordeTierStartStatus(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "GetHordeTierStartStatus");

	Params::FortDeployableBaseLibrary_GetHordeTierStartStatus Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseLibrary.GetPrimaryHordeMission
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* UFortDeployableBaseLibrary::GetPrimaryHordeMission(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "GetPrimaryHordeMission");

	Params::FortDeployableBaseLibrary_GetPrimaryHordeMission Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseLibrary.GetTieredModifierSet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName                             TieredModifierSetName                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FTieredModifierSetData>   OutModifierSetData                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::GetTieredModifierSet(class FName TieredModifierSetName, TArray<struct FTieredModifierSetData>* OutModifierSetData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "GetTieredModifierSet");

	Params::FortDeployableBaseLibrary_GetTieredModifierSet Parms{};

	Parms.TieredModifierSetName = TieredModifierSetName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutModifierSetData != nullptr)
		*OutModifierSetData = std::move(Parms.OutModifierSetData);
}


// Function FortniteGame.FortDeployableBaseLibrary.GrantPlayersCompletedWaveRewards
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Wave                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      TargetCores                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      AllCores                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FName>                     TierGroups                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::GrantPlayersCompletedWaveRewards(class UObject* WorldContextObject, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<class ADeployableBaseCore*>& TargetCores, const TArray<class ADeployableBaseCore*>& AllCores, const struct FFortTierCollectionLayoutOutput& CollectionData, const TArray<class FName>& TierGroups)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "GrantPlayersCompletedWaveRewards");

	Params::FortDeployableBaseLibrary_GrantPlayersCompletedWaveRewards Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Tier = Tier;
	Parms.Wave = Wave;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.TargetCores = std::move(TargetCores);
	Parms.AllCores = std::move(AllCores);
	Parms.CollectionData = std::move(CollectionData);
	Parms.TierGroups = std::move(TierGroups);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.IsWorldItemDefValidToPersistForDeployableBasePlayerInventory
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDeployableBaseLibrary::IsWorldItemDefValidToPersistForDeployableBasePlayerInventory(const class UFortWorldItemDefinition* ItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "IsWorldItemDefValidToPersistForDeployableBasePlayerInventory");

	Params::FortDeployableBaseLibrary_IsWorldItemDefValidToPersistForDeployableBasePlayerInventory Parms{};

	Parms.ItemDefinition = ItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseLibrary.OnPreHordeTierStart
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ModifierRRVSeed                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::OnPreHordeTierStart(class UObject* WorldContextObject, int32 Tier, int32 ModifierRRVSeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "OnPreHordeTierStart");

	Params::FortDeployableBaseLibrary_OnPreHordeTierStart Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Tier = Tier;
	Parms.ModifierRRVSeed = ModifierRRVSeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.ResetDeployableBaseHordePlayerInventories
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::ResetDeployableBaseHordePlayerInventories(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "ResetDeployableBaseHordePlayerInventories");

	Params::FortDeployableBaseLibrary_ResetDeployableBaseHordePlayerInventories Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.SetDeployableBaseMatchJoinability
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchJoinable                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::SetDeployableBaseMatchJoinability(class UObject* WorldContextObject, bool bMatchJoinable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "SetDeployableBaseMatchJoinability");

	Params::FortDeployableBaseLibrary_SetDeployableBaseMatchJoinability Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bMatchJoinable = bMatchJoinable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.SetupDeployableBaseCombatZoneInventoriesOnPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>                     TierGroups                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AFortPlayerController*>    PlayerControllers                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::SetupDeployableBaseCombatZoneInventoriesOnPlayers(class UObject* WorldContextObject, const TArray<class FName>& TierGroups, const TArray<class AFortPlayerController*>& PlayerControllers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "SetupDeployableBaseCombatZoneInventoriesOnPlayers");

	Params::FortDeployableBaseLibrary_SetupDeployableBaseCombatZoneInventoriesOnPlayers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TierGroups = std::move(TierGroups);
	Parms.PlayerControllers = std::move(PlayerControllers);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseLibrary.UpdateDeployableBaseTierProgressionForPlayers
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTieredCollectionLayout*      CollectionLayout                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   TierDefeated                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseLibrary::UpdateDeployableBaseTierProgressionForPlayers(class UObject* WorldContextObject, const class UFortTieredCollectionLayout* CollectionLayout, int32 TierDefeated)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseLibrary", "UpdateDeployableBaseTierProgressionForPlayers");

	Params::FortDeployableBaseLibrary_UpdateDeployableBaseTierProgressionForPlayers Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.CollectionLayout = CollectionLayout;
	Parms.TierDefeated = TierDefeated;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.TimeOfDayController_BlueprintBase.SetPostProcessSettings
// (Event, Protected, BlueprintEvent)

void ATimeOfDayController_BlueprintBase::SetPostProcessSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("TimeOfDayController_BlueprintBase", "SetPostProcessSettings");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.TimeOfDayController_BlueprintBase.SetSunOrMoonScale
// (Event, Protected, BlueprintEvent)

void ATimeOfDayController_BlueprintBase::SetSunOrMoonScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("TimeOfDayController_BlueprintBase", "SetSunOrMoonScale");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.HoverDronePawn.GetAltitude
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AHoverDronePawn::GetAltitude() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HoverDronePawn", "GetAltitude");

	Params::HoverDronePawn_GetAltitude Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HoverDronePawn.IsMaintainingConstantAltitude
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AHoverDronePawn::IsMaintainingConstantAltitude() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HoverDronePawn", "IsMaintainingConstantAltitude");

	Params::HoverDronePawn_IsMaintainingConstantAltitude Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_MCPContextUpgradeItem.UpgradeItem
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortMcpContext*                  Param_MCPContext                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        Param_ItemToUpgrade                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_MCPContextUpgradeItem*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_MCPContextUpgradeItem* UFortAsyncAction_MCPContextUpgradeItem::UpgradeItem(const class UFortMcpContext* Param_MCPContext, const class UFortItem* Param_ItemToUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_MCPContextUpgradeItem", "UpgradeItem");

	Params::FortAsyncAction_MCPContextUpgradeItem_UpgradeItem Parms{};

	Parms.Param_MCPContext = Param_MCPContext;
	Parms.Param_ItemToUpgrade = Param_ItemToUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAsyncAction_MCPContextUpgradeItem.OnMCPRequestComplete__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortAsyncAction_MCPContextUpgradeItem::OnMCPRequestComplete__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_MCPContextUpgradeItem", "OnMCPRequestComplete__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.AutomationPerfMonitorManager.GetPerfMonitorInstance
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UAutomationPerfMonitorManager*    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAutomationPerfMonitorManager* UAutomationPerfMonitorManager::GetPerfMonitorInstance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("AutomationPerfMonitorManager", "GetPerfMonitorInstance");

	Params::AutomationPerfMonitorManager_GetPerfMonitorInstance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AutomationPerfMonitorManager.GetStatAverage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           StatName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UAutomationPerfMonitorManager::GetStatAverage(const class FString& StatName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AutomationPerfMonitorManager", "GetStatAverage");

	Params::AutomationPerfMonitorManager_GetStatAverage Parms{};

	Parms.StatName = std::move(StatName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AutomationPerfMonitorManager.IsRecordingFTestPerf
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UAutomationPerfMonitorManager::IsRecordingFTestPerf()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AutomationPerfMonitorManager", "IsRecordingFTestPerf");

	Params::AutomationPerfMonitorManager_IsRecordingFTestPerf Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.AutomationPerfMonitorManager.StartRecordingFTestPerf
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FString>                   StatsToRecord                                          (Parm, ZeroConstructor, NativeAccessSpecifierPublic)

void UAutomationPerfMonitorManager::StartRecordingFTestPerf(const TArray<class FString>& StatsToRecord)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AutomationPerfMonitorManager", "StartRecordingFTestPerf");

	Params::AutomationPerfMonitorManager_StartRecordingFTestPerf Parms{};

	Parms.StatsToRecord = std::move(StatsToRecord);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.AutomationPerfMonitorManager.StopRecordingFTestPerf
// (Final, Native, Public, BlueprintCallable)

void UAutomationPerfMonitorManager::StopRecordingFTestPerf()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("AutomationPerfMonitorManager", "StopRecordingFTestPerf");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNotificationHandler.ClearNotification
// (BlueprintCosmetic, Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UFortNotificationHandler::ClearNotification()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNotificationHandler", "ClearNotification");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNotificationHandler.CreateWidget
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class APlayerController*                OwningPlayer                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget*                      ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UUserWidget* UFortNotificationHandler::CreateWidget(class APlayerController* OwningPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNotificationHandler", "CreateWidget");

	Params::FortNotificationHandler_CreateWidget Parms{};

	Parms.OwningPlayer = OwningPlayer;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortNotificationHandler.NotificationShown
// (BlueprintCosmetic, Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UFortNotificationHandler::NotificationShown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNotificationHandler", "NotificationShown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDialogNotificationHandler.Accept
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void UFortDialogNotificationHandler::Accept()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDialogNotificationHandler", "Accept");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDialogNotificationHandler.Decline
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void UFortDialogNotificationHandler::Decline()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDialogNotificationHandler", "Decline");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortDialogNotificationHandler.OnActionComplete__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortDialogNotificationHandler::OnActionComplete__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDialogNotificationHandler", "OnActionComplete__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortDialogNotificationHandler.SetDialogDescription
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// struct FFortDialogDescription           InDialogDescription                                    (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortDialogNotificationHandler::SetDialogDescription(const struct FFortDialogDescription& InDialogDescription)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDialogNotificationHandler", "SetDialogDescription");

	Params::FortDialogNotificationHandler_SetDialogDescription Parms{};

	Parms.InDialogDescription = std::move(InDialogDescription);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDialogNotificationHandler.Timeout
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void UFortDialogNotificationHandler::Timeout()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDialogNotificationHandler", "Timeout");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerPvP.ClientReceiveKillNotification
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class AFortPlayerStateZone*             Killer                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerStateZone*             Killed                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerPvP::ClientReceiveKillNotification(class AFortPlayerStateZone* Killer, class AFortPlayerStateZone* Killed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerPvP", "ClientReceiveKillNotification");

	Params::FortPlayerControllerPvP_ClientReceiveKillNotification Parms{};

	Parms.Killer = Killer;
	Parms.Killed = Killed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerPvP.ClientShowGameOverWidget
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EFortPvPGameResult                      GameResult                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerPvP::ClientShowGameOverWidget(EFortPvPGameResult GameResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerPvP", "ClientShowGameOverWidget");

	Params::FortPlayerControllerPvP_ClientShowGameOverWidget Parms{};

	Parms.GameResult = GameResult;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerPvP.ServerAttemptSelectFOBCore
// (BlueprintAuthorityOnly, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class ABuildingFOBConfigActor*          FOBToSelectOn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFOBCoreDecoItemDefinition*   DefToSelect                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerPvP::ServerAttemptSelectFOBCore(class ABuildingFOBConfigActor* FOBToSelectOn, class UFortFOBCoreDecoItemDefinition* DefToSelect)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerPvP", "ServerAttemptSelectFOBCore");

	Params::FortPlayerControllerPvP_ServerAttemptSelectFOBCore Parms{};

	Parms.FOBToSelectOn = FOBToSelectOn;
	Parms.DefToSelect = DefToSelect;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpProfile.MarkItemSeen
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemIds                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfile::MarkItemSeen(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfile", "MarkItemSeen");

	Params::FortMcpProfile_MarkItemSeen Parms{};

	Parms.ItemIds = std::move(ItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.ClaimQuestReward
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           QuestId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SelectedRewardIndex                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::ClaimQuestReward(const class FString& QuestId, int32 SelectedRewardIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "ClaimQuestReward");

	Params::FortMcpProfileSubgame_ClaimQuestReward Parms{};

	Parms.QuestId = std::move(QuestId);
	Parms.SelectedRewardIndex = SelectedRewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.ClientQuestLogin
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::ClientQuestLogin(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "ClientQuestLogin");

	Params::FortMcpProfileSubgame_ClientQuestLogin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.FortRerollDailyQuest
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           QuestId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::FortRerollDailyQuest(const class FString& QuestId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "FortRerollDailyQuest");

	Params::FortMcpProfileSubgame_FortRerollDailyQuest Parms{};

	Parms.QuestId = std::move(QuestId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.MarkNewQuestNotificationSent
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemIds                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::MarkNewQuestNotificationSent(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "MarkNewQuestNotificationSent");

	Params::FortMcpProfileSubgame_MarkNewQuestNotificationSent Parms{};

	Parms.ItemIds = std::move(ItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.ServerQuestLogin
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::ServerQuestLogin(const class FString& MatchmakingSessionId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "ServerQuestLogin");

	Params::FortMcpProfileSubgame_ServerQuestLogin Parms{};

	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.SetItemFavoriteStatus
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFavorite                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::SetItemFavoriteStatus(const class FString& TargetItemId, bool bFavorite, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "SetItemFavoriteStatus");

	Params::FortMcpProfileSubgame_SetItemFavoriteStatus Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.bFavorite = bFavorite;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.SetItemFavoriteStatusBatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemIds                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<bool>                            ItemFavStatus                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::SetItemFavoriteStatusBatch(const TArray<class FString>& ItemIds, const TArray<bool>& ItemFavStatus, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "SetItemFavoriteStatusBatch");

	Params::FortMcpProfileSubgame_SetItemFavoriteStatusBatch Parms{};

	Parms.ItemIds = std::move(ItemIds);
	Parms.ItemFavStatus = std::move(ItemFavStatus);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.SetPinnedQuests
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
// Parameters:
// TArray<class FString>                   PinnedQuestIds                                         (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::SetPinnedQuests(const TArray<class FString>& PinnedQuestIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "SetPinnedQuests");

	Params::FortMcpProfileSubgame_SetPinnedQuests Parms{};

	Parms.PinnedQuestIds = std::move(PinnedQuestIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.UpdateQuestClientObjectives
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortQuestObjectiveCompletion>Advance                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::UpdateQuestClientObjectives(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "UpdateQuestClientObjectives");

	Params::FortMcpProfileSubgame_UpdateQuestClientObjectives Parms{};

	Parms.Advance = std::move(Advance);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileSubgame.UpdateQuests
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortQuestObjectiveCompletion>Advance                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileSubgame::UpdateQuests(const TArray<struct FFortQuestObjectiveCompletion>& Advance, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileSubgame", "UpdateQuests");

	Params::FortMcpProfileSubgame_UpdateQuests Parms{};

	Parms.Advance = std::move(Advance);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.AbandonExpedition
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           ExpeditionId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::AbandonExpedition(const class FString& ExpeditionId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "AbandonExpedition");

	Params::FortMcpProfileCampaign_AbandonExpedition Parms{};

	Parms.ExpeditionId = std::move(ExpeditionId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ActivateConsumable
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           TargetAccountId                                        (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ActivateConsumable(const class FString& TargetItemId, const class FString& TargetAccountId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ActivateConsumable");

	Params::FortMcpProfileCampaign_ActivateConsumable Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.TargetAccountId = std::move(TargetAccountId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ApplyAlteration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           AlterationItemId                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ApplyAlteration(const class FString& TargetItemId, const class FString& AlterationItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ApplyAlteration");

	Params::FortMcpProfileCampaign_ApplyAlteration Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.AlterationItemId = std::move(AlterationItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.AssignGadgetToLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           GadgetId                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LoadoutId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::AssignGadgetToLoadout(const class FString& GadgetId, const class FString& LoadoutId, int32 SlotIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "AssignGadgetToLoadout");

	Params::FortMcpProfileCampaign_AssignGadgetToLoadout Parms{};

	Parms.GadgetId = std::move(GadgetId);
	Parms.LoadoutId = std::move(LoadoutId);
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.AssignHeroToLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           HeroId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LoadoutId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SlotName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::AssignHeroToLoadout(const class FString& HeroId, const class FString& LoadoutId, const class FString& SlotName, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "AssignHeroToLoadout");

	Params::FortMcpProfileCampaign_AssignHeroToLoadout Parms{};

	Parms.HeroId = std::move(HeroId);
	Parms.LoadoutId = std::move(LoadoutId);
	Parms.SlotName = std::move(SlotName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.AssignWorkerToSquad
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           CharacterId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SquadId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::AssignWorkerToSquad(const class FString& CharacterId, const class FString& SquadId, int32 SlotIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "AssignWorkerToSquad");

	Params::FortMcpProfileCampaign_AssignWorkerToSquad Parms{};

	Parms.CharacterId = std::move(CharacterId);
	Parms.SquadId = std::move(SquadId);
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.AssignWorkerToSquadBatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   CharacterIds                                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FString>                   SquadIds                                               (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           SlotIndices                                            (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::AssignWorkerToSquadBatch(const TArray<class FString>& CharacterIds, const TArray<class FString>& SquadIds, const TArray<int32>& SlotIndices, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "AssignWorkerToSquadBatch");

	Params::FortMcpProfileCampaign_AssignWorkerToSquadBatch Parms{};

	Parms.CharacterIds = std::move(CharacterIds);
	Parms.SquadIds = std::move(SquadIds);
	Parms.SlotIndices = std::move(SlotIndices);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClaimCollectedResources
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   CollectorsToClaim                                      (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClaimCollectedResources(const TArray<class FString>& CollectorsToClaim, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClaimCollectedResources");

	Params::FortMcpProfileCampaign_ClaimCollectedResources Parms{};

	Parms.CollectorsToClaim = std::move(CollectorsToClaim);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClaimCollectionBookRewards
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// int32                                   RequiredXp                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SelectedRewardIndex                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClaimCollectionBookRewards(int32 RequiredXp, int32 SelectedRewardIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClaimCollectionBookRewards");

	Params::FortMcpProfileCampaign_ClaimCollectionBookRewards Parms{};

	Parms.RequiredXp = RequiredXp;
	Parms.SelectedRewardIndex = SelectedRewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClaimDifficultyIncreaseRewards
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClaimDifficultyIncreaseRewards(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClaimDifficultyIncreaseRewards");

	Params::FortMcpProfileCampaign_ClaimDifficultyIncreaseRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClaimLoginReward
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClaimLoginReward(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClaimLoginReward");

	Params::FortMcpProfileCampaign_ClaimLoginReward Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClaimMissionAlertRewards
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClaimMissionAlertRewards(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClaimMissionAlertRewards");

	Params::FortMcpProfileCampaign_ClaimMissionAlertRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ClearHeroLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           LoadoutId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ClearHeroLoadout(const class FString& LoadoutId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ClearHeroLoadout");

	Params::FortMcpProfileCampaign_ClearHeroLoadout Parms{};

	Parms.LoadoutId = std::move(LoadoutId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.CollectExpedition
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           ExpeditionTemplate                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ExpeditionId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::CollectExpedition(const class FString& ExpeditionTemplate, const class FString& ExpeditionId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "CollectExpedition");

	Params::FortMcpProfileCampaign_CollectExpedition Parms{};

	Parms.ExpeditionTemplate = std::move(ExpeditionTemplate);
	Parms.ExpeditionId = std::move(ExpeditionId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ConsumeItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemsToConsumeIds                                      (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           ItemCountsToConsume                                    (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           ConsumeReason                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ConsumeItems(const TArray<class FString>& ItemsToConsumeIds, const TArray<int32>& ItemCountsToConsume, const class FString& ConsumeReason, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ConsumeItems");

	Params::FortMcpProfileCampaign_ConsumeItems Parms{};

	Parms.ItemsToConsumeIds = std::move(ItemsToConsumeIds);
	Parms.ItemCountsToConsume = std::move(ItemCountsToConsume);
	Parms.ConsumeReason = std::move(ConsumeReason);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ConvertItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ConversionIndex                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ConvertItem(const class FString& TargetItemId, int32 ConversionIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ConvertItem");

	Params::FortMcpProfileCampaign_ConvertItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.ConversionIndex = ConversionIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ConvertLegacyAlterations
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ConvertLegacyAlterations(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ConvertLegacyAlterations");

	Params::FortMcpProfileCampaign_ConvertLegacyAlterations Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.EarnScore
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FAccountIdAndScore>       PlayersAndScores                                       (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::EarnScore(const TArray<struct FAccountIdAndScore>& PlayersAndScores, const class FString& MatchmakingSessionId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "EarnScore");

	Params::FortMcpProfileCampaign_EarnScore Parms{};

	Parms.PlayersAndScores = std::move(PlayersAndScores);
	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.EndMatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FAccountIdAndMatchEndData>PlayersAndMatchEndData                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionStatus                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DifficultyIncreaseTier                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::EndMatch(const TArray<struct FAccountIdAndMatchEndData>& PlayersAndMatchEndData, const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, int32 DifficultyIncreaseTier, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "EndMatch");

	Params::FortMcpProfileCampaign_EndMatch Parms{};

	Parms.PlayersAndMatchEndData = std::move(PlayersAndMatchEndData);
	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
	Parms.MissionName = std::move(MissionName);
	Parms.MissionStatus = std::move(MissionStatus);
	Parms.DifficultyIncreaseTier = DifficultyIncreaseTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.EndPrimaryMission
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortQuestObjectiveCompletion>Advance                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionStatus                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortQuestEarnedBadgeData>EarnedBadgeData                                        (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FString>                   EarnedItemCaches                                       (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   DifficultyIncreaseTier                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumMissionPoints                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCriticalMatchBonus                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::EndPrimaryMission(const TArray<struct FFortQuestObjectiveCompletion>& Advance, const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, const TArray<struct FFortQuestEarnedBadgeData>& EarnedBadgeData, const TArray<class FString>& EarnedItemCaches, int32 DifficultyIncreaseTier, int32 NumMissionPoints, bool bCriticalMatchBonus, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "EndPrimaryMission");

	Params::FortMcpProfileCampaign_EndPrimaryMission Parms{};

	Parms.Advance = std::move(Advance);
	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
	Parms.MissionName = std::move(MissionName);
	Parms.MissionStatus = std::move(MissionStatus);
	Parms.EarnedBadgeData = std::move(EarnedBadgeData);
	Parms.EarnedItemCaches = std::move(EarnedItemCaches);
	Parms.DifficultyIncreaseTier = DifficultyIncreaseTier;
	Parms.NumMissionPoints = NumMissionPoints;
	Parms.bCriticalMatchBonus = bCriticalMatchBonus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.EquipCampaignCustomization
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// ECampaignCustomizationCategory          SlotName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ItemToSlot                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   IndexWithinSlot                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::EquipCampaignCustomization(ECampaignCustomizationCategory SlotName, const class FString& ItemToSlot, int32 IndexWithinSlot, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "EquipCampaignCustomization");

	Params::FortMcpProfileCampaign_EquipCampaignCustomization Parms{};

	Parms.SlotName = SlotName;
	Parms.ItemToSlot = std::move(ItemToSlot);
	Parms.IndexWithinSlot = IndexWithinSlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.EquipCharCosmetic
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           CharacterId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           CosmeticId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   TypeId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::EquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 TypeId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "EquipCharCosmetic");

	Params::FortMcpProfileCampaign_EquipCharCosmetic Parms{};

	Parms.CharacterId = std::move(CharacterId);
	Parms.CosmeticId = std::move(CosmeticId);
	Parms.TypeId = TypeId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.FailsafeSaveMissionResults
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FEndZoneScoreAndAwards           PlayerScoreData                                        (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionStatus                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DifficultyIncreaseTier                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::FailsafeSaveMissionResults(const struct FEndZoneScoreAndAwards& PlayerScoreData, const class FString& MatchmakingSessionId, const class FString& MissionName, const class FString& MissionStatus, int32 DifficultyIncreaseTier, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "FailsafeSaveMissionResults");

	Params::FortMcpProfileCampaign_FailsafeSaveMissionResults Parms{};

	Parms.PlayerScoreData = std::move(PlayerScoreData);
	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
	Parms.MissionName = std::move(MissionName);
	Parms.MissionStatus = std::move(MissionStatus);
	Parms.DifficultyIncreaseTier = DifficultyIncreaseTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.GetOrderedHeroLoadoutItems
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UFortCampaignHeroLoadoutItem*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortCampaignHeroLoadoutItem*> UFortMcpProfileCampaign::GetOrderedHeroLoadoutItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "GetOrderedHeroLoadoutItems");

	Params::FortMcpProfileCampaign_GetOrderedHeroLoadoutItems Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileCampaign.ModifyMission
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Difficulty                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ModifyMission(const class FString& MatchmakingSessionId, const class FString& Difficulty, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ModifyMission");

	Params::FortMcpProfileCampaign_ModifyMission Parms{};

	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
	Parms.Difficulty = std::move(Difficulty);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// DelegateFunction FortniteGame.FortMcpProfileCampaign.OnDifferentHeroLoadoutActivated__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class UFortMcpProfileCampaign*          Profile                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::OnDifferentHeroLoadoutActivated__DelegateSignature(class UFortMcpProfileCampaign* Profile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "OnDifferentHeroLoadoutActivated__DelegateSignature");

	Params::FortMcpProfileCampaign_OnDifferentHeroLoadoutActivated__DelegateSignature Parms{};

	Parms.Profile = Profile;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMcpProfileCampaign.OpenCardPack
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           CardPackItemId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SelectionIdx                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::OpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "OpenCardPack");

	Params::FortMcpProfileCampaign_OpenCardPack Parms{};

	Parms.CardPackItemId = std::move(CardPackItemId);
	Parms.SelectionIdx = SelectionIdx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.OpenCardPackBatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   CardPackItemIds                                        (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::OpenCardPackBatch(const TArray<class FString>& CardPackItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "OpenCardPackBatch");

	Params::FortMcpProfileCampaign_OpenCardPackBatch Parms{};

	Parms.CardPackItemIds = std::move(CardPackItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.PopulatePrerolledOffers
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::PopulatePrerolledOffers(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "PopulatePrerolledOffers");

	Params::FortMcpProfileCampaign_PopulatePrerolledOffers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.PurchaseOrUpgradeHomebaseNode
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           NodeId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::PurchaseOrUpgradeHomebaseNode(const class FString& NodeId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "PurchaseOrUpgradeHomebaseNode");

	Params::FortMcpProfileCampaign_PurchaseOrUpgradeHomebaseNode Parms{};

	Parms.NodeId = std::move(NodeId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.PurchaseResearchStatUpgrade
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           StatId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::PurchaseResearchStatUpgrade(const class FString& StatId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "PurchaseResearchStatUpgrade");

	Params::FortMcpProfileCampaign_PurchaseResearchStatUpgrade Parms{};

	Parms.StatId = std::move(StatId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RecycleItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RecycleItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RecycleItem");

	Params::FortMcpProfileCampaign_RecycleItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RecycleItemBatch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   TargetItemIds                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RecycleItemBatch(const TArray<class FString>& TargetItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RecycleItemBatch");

	Params::FortMcpProfileCampaign_RecycleItemBatch Parms{};

	Parms.TargetItemIds = std::move(TargetItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RefreshExpeditions
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RefreshExpeditions(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RefreshExpeditions");

	Params::FortMcpProfileCampaign_RefreshExpeditions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RefundItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RefundItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RefundItem");

	Params::FortMcpProfileCampaign_RefundItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.ResearchItemFromCollectionBook
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::ResearchItemFromCollectionBook(const class FString& TemplateId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "ResearchItemFromCollectionBook");

	Params::FortMcpProfileCampaign_ResearchItemFromCollectionBook Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RespecAlteration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AlterationSlot                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           AlterationId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RespecAlteration(const class FString& TargetItemId, int32 AlterationSlot, const class FString& AlterationId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RespecAlteration");

	Params::FortMcpProfileCampaign_RespecAlteration Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.AlterationSlot = AlterationSlot;
	Parms.AlterationId = std::move(AlterationId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RespecResearch
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RespecResearch(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RespecResearch");

	Params::FortMcpProfileCampaign_RespecResearch Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.RespecUpgrades
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::RespecUpgrades(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "RespecUpgrades");

	Params::FortMcpProfileCampaign_RespecUpgrades Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SetActiveHeroLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           SelectedLoadout                                        (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SetActiveHeroLoadout(const class FString& SelectedLoadout, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SetActiveHeroLoadout");

	Params::FortMcpProfileCampaign_SetActiveHeroLoadout Parms{};

	Parms.SelectedLoadout = std::move(SelectedLoadout);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SetGameplayStats
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortPersistentGameplayStatValue>GameplayStats                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SetGameplayStats(const TArray<struct FFortPersistentGameplayStatValue>& GameplayStats, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SetGameplayStats");

	Params::FortMcpProfileCampaign_SetGameplayStats Parms{};

	Parms.GameplayStats = std::move(GameplayStats);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SetHeroModeLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           HeroId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortSavedModeLoadout            ModeLoadout                                            (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SetHeroModeLoadout(const class FString& HeroId, const struct FFortSavedModeLoadout& ModeLoadout, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SetHeroModeLoadout");

	Params::FortMcpProfileCampaign_SetHeroModeLoadout Parms{};

	Parms.HeroId = std::move(HeroId);
	Parms.ModeLoadout = std::move(ModeLoadout);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SetLoadoutName
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           LoadoutName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LoadoutId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SetLoadoutName(const class FString& LoadoutName, const class FString& LoadoutId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SetLoadoutName");

	Params::FortMcpProfileCampaign_SetLoadoutName Parms{};

	Parms.LoadoutName = std::move(LoadoutName);
	Parms.LoadoutId = std::move(LoadoutId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SetModeLoadout
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FFortSavedModeLoadout            ModeLoadout                                            (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           HeroId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortSavedModeLoadout            HeroModeLoadout                                        (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SetModeLoadout(const struct FFortSavedModeLoadout& ModeLoadout, const class FString& HeroId, const struct FFortSavedModeLoadout& HeroModeLoadout, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SetModeLoadout");

	Params::FortMcpProfileCampaign_SetModeLoadout Parms{};

	Parms.ModeLoadout = std::move(ModeLoadout);
	Parms.HeroId = std::move(HeroId);
	Parms.HeroModeLoadout = std::move(HeroModeLoadout);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SkipTutorial
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SkipTutorial(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SkipTutorial");

	Params::FortMcpProfileCampaign_SkipTutorial Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.SlotItemInCollectionBook
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           ItemId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::SlotItemInCollectionBook(const class FString& ItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "SlotItemInCollectionBook");

	Params::FortMcpProfileCampaign_SlotItemInCollectionBook Parms{};

	Parms.ItemId = std::move(ItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.StartExpedition
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           ExpeditionId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SquadId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   ItemIds                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           SlotIndices                                            (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::StartExpedition(const class FString& ExpeditionId, const class FString& SquadId, const TArray<class FString>& ItemIds, const TArray<int32>& SlotIndices, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "StartExpedition");

	Params::FortMcpProfileCampaign_StartExpedition Parms{};

	Parms.ExpeditionId = std::move(ExpeditionId);
	Parms.SquadId = std::move(SquadId);
	Parms.ItemIds = std::move(ItemIds);
	Parms.SlotIndices = std::move(SlotIndices);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.StartPrimaryMission
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortQuestObjectiveCompletion>Advance                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           MatchmakingSessionId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::StartPrimaryMission(const TArray<struct FFortQuestObjectiveCompletion>& Advance, const class FString& MatchmakingSessionId, const class FString& MissionName, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "StartPrimaryMission");

	Params::FortMcpProfileCampaign_StartPrimaryMission Parms{};

	Parms.Advance = std::move(Advance);
	Parms.MatchmakingSessionId = std::move(MatchmakingSessionId);
	Parms.MissionName = std::move(MissionName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.TransmogItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TransmogKeyTemplateId                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   SacrificeItemIds                                       (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::TransmogItem(const class FString& TransmogKeyTemplateId, const TArray<class FString>& SacrificeItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "TransmogItem");

	Params::FortMcpProfileCampaign_TransmogItem Parms{};

	Parms.TransmogKeyTemplateId = std::move(TransmogKeyTemplateId);
	Parms.SacrificeItemIds = std::move(SacrificeItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UnassignAllSquads
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   SquadIds                                               (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UnassignAllSquads(const TArray<class FString>& SquadIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UnassignAllSquads");

	Params::FortMcpProfileCampaign_UnassignAllSquads Parms{};

	Parms.SquadIds = std::move(SquadIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UnloadWarehouse
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ResourceTypes                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UnloadWarehouse(const TArray<class FString>& ResourceTypes, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UnloadWarehouse");

	Params::FortMcpProfileCampaign_UnloadWarehouse Parms{};

	Parms.ResourceTypes = std::move(ResourceTypes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UnslotAllWorkers
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   BuildingIds                                            (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UnslotAllWorkers(const TArray<class FString>& BuildingIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UnslotAllWorkers");

	Params::FortMcpProfileCampaign_UnslotAllWorkers Parms{};

	Parms.BuildingIds = std::move(BuildingIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UnslotItemFromCollectionBook
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           ItemId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Specific                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UnslotItemFromCollectionBook(const class FString& ItemId, const class FString& Specific, const class FString& TemplateId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UnslotItemFromCollectionBook");

	Params::FortMcpProfileCampaign_UnslotItemFromCollectionBook Parms{};

	Parms.ItemId = std::move(ItemId);
	Parms.Specific = std::move(Specific);
	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UpdateBuildingLevelAndRating
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           BuildingId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LastBuildingLevel                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LastBuildingRating                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UpdateBuildingLevelAndRating(const class FString& BuildingId, int32 LastBuildingLevel, int32 LastBuildingRating, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UpdateBuildingLevelAndRating");

	Params::FortMcpProfileCampaign_UpdateBuildingLevelAndRating Parms{};

	Parms.BuildingId = std::move(BuildingId);
	Parms.LastBuildingLevel = LastBuildingLevel;
	Parms.LastBuildingRating = LastBuildingRating;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UpgradeAlteration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AlterationSlot                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UpgradeAlteration(const class FString& TargetItemId, int32 AlterationSlot, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UpgradeAlteration");

	Params::FortMcpProfileCampaign_UpgradeAlteration Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.AlterationSlot = AlterationSlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UpgradeItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UpgradeItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UpgradeItem");

	Params::FortMcpProfileCampaign_UpgradeItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.UpgradeItemRarity
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::UpgradeItemRarity(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "UpgradeItemRarity");

	Params::FortMcpProfileCampaign_UpgradeItemRarity Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCampaign.GetCurrentHeroLoadoutItem
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortCampaignHeroLoadoutItem*     OutCampaignHeroLoadoutItem                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpProfileCampaign::GetCurrentHeroLoadoutItem(class UFortCampaignHeroLoadoutItem** OutCampaignHeroLoadoutItem) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCampaign", "GetCurrentHeroLoadoutItem");

	Params::FortMcpProfileCampaign_GetCurrentHeroLoadoutItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCampaignHeroLoadoutItem != nullptr)
		*OutCampaignHeroLoadoutItem = Parms.OutCampaignHeroLoadoutItem;
}


// Function FortniteGame.CustomCharacterPartOwnerInterface.PlayAnimationsMatchingQuery
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagQuery                TagQueryToMatch                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ICustomCharacterPartOwnerInterface::PlayAnimationsMatchingQuery(const struct FGameplayTagQuery& TagQueryToMatch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartOwnerInterface", "PlayAnimationsMatchingQuery");

	Params::CustomCharacterPartOwnerInterface_PlayAnimationsMatchingQuery Parms{};

	Parms.TagQueryToMatch = std::move(TagQueryToMatch);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CustomCharacterPartOwnerInterface.GetCustomizationRootSkeletalMeshComponent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* ICustomCharacterPartOwnerInterface::GetCustomizationRootSkeletalMeshComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartOwnerInterface", "GetCustomizationRootSkeletalMeshComponent");

	Params::CustomCharacterPartOwnerInterface_GetCustomizationRootSkeletalMeshComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ObjectInteractionBehavior.EndCreativeInteraction
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::EndCreativeInteraction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "EndCreativeInteraction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.ExitCreativeInteraction
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::ExitCreativeInteraction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "ExitCreativeInteraction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.GetFortCreativeMoveTool
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortCreativeMoveTool*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortCreativeMoveTool* UObjectInteractionBehavior::GetFortCreativeMoveTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "GetFortCreativeMoveTool");

	Params::ObjectInteractionBehavior_GetFortCreativeMoveTool Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ObjectInteractionBehavior.GetFortPlayerController
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerController* UObjectInteractionBehavior::GetFortPlayerController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "GetFortPlayerController");

	Params::ObjectInteractionBehavior_GetFortPlayerController Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ObjectInteractionBehavior.GetSelectedActors
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class AActor*>                   SelectedActors                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UObjectInteractionBehavior::GetSelectedActors(TArray<class AActor*>* SelectedActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "GetSelectedActors");

	Params::ObjectInteractionBehavior_GetSelectedActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SelectedActors != nullptr)
		*SelectedActors = std::move(Parms.SelectedActors);
}


// Function FortniteGame.ObjectInteractionBehavior.GetSelectedActorsMeshComponents
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UObjectInteractionBehavior::GetSelectedActorsMeshComponents(TArray<class UMeshComponent*>* Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "GetSelectedActorsMeshComponents");

	Params::ObjectInteractionBehavior_GetSelectedActorsMeshComponents Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Components != nullptr)
		*Components = std::move(Parms.Components);
}


// Function FortniteGame.ObjectInteractionBehavior.HandleDuplicateActor
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::HandleDuplicateActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "HandleDuplicateActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.IsSelectionSetInValidPosition
// (Native, Public)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UObjectInteractionBehavior::IsSelectionSetInValidPosition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "IsSelectionSetInValidPosition");

	Params::ObjectInteractionBehavior_IsSelectionSetInValidPosition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ObjectInteractionBehavior.OnObjectPlacement
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UObjectInteractionBehavior::OnObjectPlacement(const TArray<class UMeshComponent*>& Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "OnObjectPlacement");

	Params::ObjectInteractionBehavior_OnObjectPlacement Parms{};

	Parms.Components = std::move(Components);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.ObjectInteractionBehavior.PlayGameplayAbility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortGameplayAbility> ActivatedAbilityClass                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UObjectInteractionBehavior::PlayGameplayAbility(const TSubclassOf<class UFortGameplayAbility> ActivatedAbilityClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "PlayGameplayAbility");

	Params::ObjectInteractionBehavior_PlayGameplayAbility Parms{};

	Parms.ActivatedAbilityClass = ActivatedAbilityClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.StartCreativeInteractionOnClient
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::StartCreativeInteractionOnClient()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "StartCreativeInteractionOnClient");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.StartCreativeInteractionOnServer
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::StartCreativeInteractionOnServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "StartCreativeInteractionOnServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.TickMovementMode
// (Native, Event, Public, BlueprintEvent)

void UObjectInteractionBehavior::TickMovementMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "TickMovementMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ObjectInteractionBehavior.TriggerInteractionBehavior
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UObjectInteractionBehavior::TriggerInteractionBehavior()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ObjectInteractionBehavior", "TriggerInteractionBehavior");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMarkerBase.OnMarkerHidden
// (Event, Protected, BlueprintEvent)

void AFortPlayerMarkerBase::OnMarkerHidden()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMarkerBase", "OnMarkerHidden");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerMarkerBase.OnMarkerPlaced
// (Event, Protected, BlueprintEvent)

void AFortPlayerMarkerBase::OnMarkerPlaced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMarkerBase", "OnMarkerPlaced");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerMarkerBase.OnSetupMarker
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FPlayerMarkerData                MarkerData                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerMarkerBase::OnSetupMarker(const struct FPlayerMarkerData& MarkerData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMarkerBase", "OnSetupMarker");

	Params::FortPlayerMarkerBase_OnSetupMarker Parms{};

	Parms.MarkerData = std::move(MarkerData);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerMarkerBase.ResetPlaceSoundCooldownTimer
// (Final, Native, Private)

void AFortPlayerMarkerBase::ResetPlaceSoundCooldownTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMarkerBase", "ResetPlaceSoundCooldownTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnCapturePointActiveStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInActive                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::OnCapturePointActiveStateChange(bool bInActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointActiveStateChange");

	Params::BuildingCapturePointActor_OnCapturePointActiveStateChange Parms{};

	Parms.bInActive = bInActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnCapturePointLockStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInLocked                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::OnCapturePointLockStateChange(bool bInLocked)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointLockStateChange");

	Params::BuildingCapturePointActor_OnCapturePointLockStateChange Parms{};

	Parms.bInLocked = bInLocked;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnCapturePointStateChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// ECaptureState                           InState                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::OnCapturePointStateChange(ECaptureState InState, uint8 InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnCapturePointStateChange");

	Params::BuildingCapturePointActor_OnCapturePointStateChange Parms{};

	Parms.InState = InState;
	Parms.InTeam = InTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnEnterCapturePoint
// (Final, Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::OnEnterCapturePoint(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnEnterCapturePoint");

	Params::BuildingCapturePointActor_OnEnterCapturePoint Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnLeaveCapturePoint
// (Final, Native, Protected)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::OnLeaveCapturePoint(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnLeaveCapturePoint");

	Params::BuildingCapturePointActor_OnLeaveCapturePoint Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnRep_bActivated
// (Final, Native, Protected)

void ABuildingCapturePointActor::OnRep_bActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bActivated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnRep_bLocked
// (Final, Native, Protected)

void ABuildingCapturePointActor::OnRep_bLocked()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_bLocked");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnRep_CaptureState
// (Final, Native, Protected)

void ABuildingCapturePointActor::OnRep_CaptureState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_CaptureState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.OnRep_ReplicatedCapturePercentage
// (Final, Native, Protected)

void ABuildingCapturePointActor::OnRep_ReplicatedCapturePercentage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "OnRep_ReplicatedCapturePercentage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.SetActivatedState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInActivated                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingCapturePointActor::SetActivatedState(bool bInActivated)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "SetActivatedState");

	Params::BuildingCapturePointActor_SetActivatedState Parms{};

	Parms.bInActivated = bInActivated;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingCapturePointActor.GetCaptureState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECaptureState                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ECaptureState ABuildingCapturePointActor::GetCaptureState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingCapturePointActor", "GetCaptureState");

	Params::BuildingCapturePointActor_GetCaptureState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingConnectivityComponent.DisconnectAll
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UBuildingConnectivityComponent::DisconnectAll()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "DisconnectAll");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.DrawDebugData
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void UBuildingConnectivityComponent::DrawDebugData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "DrawDebugData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.K2_IsPowered
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingConnectivityComponent::K2_IsPowered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "K2_IsPowered");

	Params::BuildingConnectivityComponent_K2_IsPowered Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingConnectivityComponent.OnPlaced
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UBuildingConnectivityComponent::OnPlaced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "OnPlaced");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsPowered
// (Native, Protected)

void UBuildingConnectivityComponent::OnRep_bIsPowered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsPowered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.OnRep_bIsProvidingPower
// (Native, Protected)

void UBuildingConnectivityComponent::OnRep_bIsProvidingPower()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_bIsProvidingPower");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.OnRep_Connections
// (Native, Protected)

void UBuildingConnectivityComponent::OnRep_Connections()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "OnRep_Connections");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingConnectivityComponent.CanConnectTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 TestActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingConnectivityComponent::CanConnectTo(class ABuildingSMActor* TestActor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "CanConnectTo");

	Params::BuildingConnectivityComponent_CanConnectTo Parms{};

	Parms.TestActor = TestActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingConnectivityComponent.IsConnectedTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 TestActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingConnectivityComponent::IsConnectedTo(class ABuildingSMActor* TestActor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityComponent", "IsConnectedTo");

	Params::BuildingConnectivityComponent_IsConnectedTo Parms{};

	Parms.TestActor = TestActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingConnectivityEffect.OnConnect
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FTransform                       T1                                                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FTransform                       T2                                                     (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingConnectivityEffect::OnConnect(const struct FTransform& T1, const struct FTransform& T2)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityEffect", "OnConnect");

	Params::BuildingConnectivityEffect_OnConnect Parms{};

	Parms.T1 = std::move(T1);
	Parms.T2 = std::move(T2);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingConnectivityEffect.OnDisconnect
// (Event, Public, BlueprintEvent)

void ABuildingConnectivityEffect::OnDisconnect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingConnectivityEffect", "OnDisconnect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortDefenderItem.GetDefenderSubtype
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDefenderSubtype                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDefenderSubtype UFortDefenderItem::GetDefenderSubtype() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDefenderItem", "GetDefenderSubtype");

	Params::FortDefenderItem_GetDefenderSubtype Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.AreBuildingsLoaded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortSaveFileBuildingInstructionsHandler::AreBuildingsLoaded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "AreBuildingsLoaded");

	Params::FortSaveFileBuildingInstructionsHandler_AreBuildingsLoaded Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.LoadBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSaveFileBuildingInstructionsHandler::LoadBuildings(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "LoadBuildings");

	Params::FortSaveFileBuildingInstructionsHandler_LoadBuildings Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.ResetBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortSaveFileBuildingInstructionsHandler::ResetBuildings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "ResetBuildings");

	Params::FortSaveFileBuildingInstructionsHandler_ResetBuildings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSaveFileBuildingInstructionsHandler.SaveBuildings
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortSaveFileBuildingInstructionsHandler::SaveBuildings(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSaveFileBuildingInstructionsHandler", "SaveBuildings");

	Params::FortSaveFileBuildingInstructionsHandler_SaveBuildings Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingContainer.BounceContainer
// (Native, Public)

void ABuildingContainer::BounceContainer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "BounceContainer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingContainer.DisableBacchusHighlight
// (Event, Public, BlueprintEvent)

void ABuildingContainer::DisableBacchusHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "DisableBacchusHighlight");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.EnableBacchusHighlight
// (Event, Public, BlueprintEvent)

void ABuildingContainer::EnableBacchusHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "EnableBacchusHighlight");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.GetLootTier
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingContainer::GetLootTier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "GetLootTier");

	Params::BuildingContainer_GetLootTier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingContainer.OnBeginSearch
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnBeginSearch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnBeginSearch");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnLoot
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnLoot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnLoot");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnLootRepeat
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnLootRepeat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnLootRepeat");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnLootReset
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnLootReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnLootReset");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnRaiseTreasure
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnRaiseTreasure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnRaiseTreasure");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnRep_bAlreadySearched
// (Native, Public)

void ABuildingContainer::OnRep_bAlreadySearched()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnRep_bAlreadySearched");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingContainer.OnSearchInterrupted
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnSearchInterrupted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnSearchInterrupted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.OnSetSearched
// (Event, Public, BlueprintEvent)

void ABuildingContainer::OnSetSearched()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "OnSetSearched");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingContainer.RaiseTreasure
// (Final, Native, Public, BlueprintCallable)

void ABuildingContainer::RaiseTreasure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingContainer", "RaiseTreasure");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.AddNonReplicatedTagToPawn
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::AddNonReplicatedTagToPawn(const struct FGameplayTag& Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AddNonReplicatedTagToPawn");

	Params::FortPawn_AddNonReplicatedTagToPawn Parms{};

	Parms.Tag = std::move(Tag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.AlignRotationToHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          HitDirection                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::AlignRotationToHitDirection(const struct FVector& HitDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AlignRotationToHitDirection");

	Params::FortPawn_AlignRotationToHitDirection Parms{};

	Parms.HitDirection = std::move(HitDirection);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.AnimMontage_LocalJumpToRandomSection
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPawn::AnimMontage_LocalJumpToRandomSection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AnimMontage_LocalJumpToRandomSection");

	Params::FortPawn_AnimMontage_LocalJumpToRandomSection Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.AnimMontage_LocalJumpToSectionName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             SectionName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::AnimMontage_LocalJumpToSectionName(class FName SectionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AnimMontage_LocalJumpToSectionName");

	Params::FortPawn_AnimMontage_LocalJumpToSectionName Parms{};

	Parms.SectionName = SectionName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.AnimMontage_LocalSetNextSectionName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*                     AnimMontage                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SectionName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NextSectionName                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::AnimMontage_LocalSetNextSectionName(class UAnimMontage* AnimMontage, class FName SectionName, class FName NextSectionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AnimMontage_LocalSetNextSectionName");

	Params::FortPawn_AnimMontage_LocalSetNextSectionName Parms{};

	Parms.AnimMontage = AnimMontage;
	Parms.SectionName = SectionName;
	Parms.NextSectionName = NextSectionName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.ApplyKnockback
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                                   KnockbackMagnitude                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   KnockbackZAngle                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseDir                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::ApplyKnockback(float KnockbackMagnitude, float KnockbackZAngle, const struct FVector& ImpulseDir)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ApplyKnockback");

	Params::FortPawn_ApplyKnockback Parms{};

	Parms.KnockbackMagnitude = KnockbackMagnitude;
	Parms.KnockbackZAngle = KnockbackZAngle;
	Parms.ImpulseDir = std::move(ImpulseDir);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.AttachAssetToSocket
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAssetAttachment                 InAttachment                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::AttachAssetToSocket(const struct FAssetAttachment& InAttachment)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "AttachAssetToSocket");

	Params::FortPawn_AttachAssetToSocket Parms{};

	Parms.InAttachment = std::move(InAttachment);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.ClientInternalEquipWeapon
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
// Parameters:
// class AFortWeapon*                      Weap                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::ClientInternalEquipWeapon(class AFortWeapon* Weap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ClientInternalEquipWeapon");

	Params::FortPawn_ClientInternalEquipWeapon Parms{};

	Parms.Weap = Weap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.DetachAssetFromSocket
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             SocketName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::DetachAssetFromSocket(class FName SocketName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "DetachAssetFromSocket");

	Params::FortPawn_DetachAssetFromSocket Parms{};

	Parms.SocketName = SocketName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.DoFatalDamage
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UAbilitySystemComponent*          KillerAbilitySystemComponent                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::DoFatalDamage(class UAbilitySystemComponent* KillerAbilitySystemComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "DoFatalDamage");

	Params::FortPawn_DoFatalDamage Parms{};

	Parms.KillerAbilitySystemComponent = KillerAbilitySystemComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.EmoteStarted
// (Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              MontageItemDef                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::EmoteStarted(class UFortItemDefinition* MontageItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "EmoteStarted");

	Params::FortPawn_EmoteStarted Parms{};

	Parms.MontageItemDef = MontageItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.EmoteStopped
// (Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              MontageItemDef                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::EmoteStopped(class UFortItemDefinition* MontageItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "EmoteStopped");

	Params::FortPawn_EmoteStopped Parms{};

	Parms.MontageItemDef = MontageItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.EquipBestWeapon
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::EquipBestWeapon()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "EquipBestWeapon");

	Params::FortPawn_EquipBestWeapon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.EquipWeaponDefinition
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortWeaponItemDefinition*        WeaponData                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            ItemEntryGuid                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortWeapon*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortWeapon* AFortPawn::EquipWeaponDefinition(const class UFortWeaponItemDefinition* WeaponData, const struct FGuid& ItemEntryGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "EquipWeaponDefinition");

	Params::FortPawn_EquipWeaponDefinition Parms{};

	Parms.WeaponData = WeaponData;
	Parms.ItemEntryGuid = std::move(ItemEntryGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.ForceKill
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     DeathReason                                            (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      KillerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           KillerActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::ForceKill(const struct FGameplayTag& DeathReason, class AController* KillerController, class AActor* KillerActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ForceKill");

	Params::FortPawn_ForceKill Parms{};

	Parms.DeathReason = std::move(DeathReason);
	Parms.KillerController = KillerController;
	Parms.KillerActor = KillerActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.GameplayCue
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::GameplayCue(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GameplayCue");

	Params::FortPawn_GameplayCue Parms{};

	Parms.EventType = EventType;
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.GameplayCue_Damage
// (Native, Protected, BlueprintCallable)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::GameplayCue_Damage(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GameplayCue_Damage");

	Params::FortPawn_GameplayCue_Damage Parms{};

	Parms.EventType = EventType;
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.GameplayCue_InstantDeath
// (Native, Protected)
// Parameters:
// EGameplayCueEvent                       EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::GameplayCue_InstantDeath(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GameplayCue_InstantDeath");

	Params::FortPawn_GameplayCue_InstantDeath Parms{};

	Parms.EventType = EventType;
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.GetAssetSkeletalMeshComponentAttachment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             SocketName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* AFortPawn::GetAssetSkeletalMeshComponentAttachment(class FName SocketName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetAssetSkeletalMeshComponentAttachment");

	Params::FortPawn_GetAssetSkeletalMeshComponentAttachment Parms{};

	Parms.SocketName = SocketName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetCurrentMontageSectionTimeLeft
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetCurrentMontageSectionTimeLeft()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetCurrentMontageSectionTimeLeft");

	Params::FortPawn_GetCurrentMontageSectionTimeLeft Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMyMovementBaseActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortPawn::GetMyMovementBaseActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMyMovementBaseActor");

	Params::FortPawn_GetMyMovementBaseActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetPawnMID
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ElementIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortPawn::GetPawnMID(int32 ElementIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetPawnMID");

	Params::FortPawn_GetPawnMID Parms{};

	Parms.ElementIndex = ElementIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetShieldOrHealthPercent
// (Final, Native, Public)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetShieldOrHealthPercent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetShieldOrHealthPercent");

	Params::FortPawn_GetShieldOrHealthPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.HandleIsDying
// (Native, Public)

void AFortPawn::HandleIsDying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "HandleIsDying");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.HandleIsHiddenForDeath
// (Native, Public)

void AFortPawn::HandleIsHiddenForDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "HandleIsHiddenForDeath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.HideBodyOnDeath
// (Native, Public, BlueprintCallable)

void AFortPawn::HideBodyOnDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "HideBodyOnDeath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.InitializeDeathHitSocket
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          WorldLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WorldNormal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::InitializeDeathHitSocket(const struct FVector& WorldLocation, const struct FVector& WorldNormal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "InitializeDeathHitSocket");

	Params::FortPawn_InitializeDeathHitSocket Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.WorldNormal = std::move(WorldNormal);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.LaunchCharacterJump
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          LaunchVelocity                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bXYOverride                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bZOverride                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIgnoreFallDamage                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayFeedbackEvent                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::LaunchCharacterJump(const struct FVector& LaunchVelocity, bool bXYOverride, bool bZOverride, bool bIgnoreFallDamage, bool bPlayFeedbackEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "LaunchCharacterJump");

	Params::FortPawn_LaunchCharacterJump Parms{};

	Parms.LaunchVelocity = std::move(LaunchVelocity);
	Parms.bXYOverride = bXYOverride;
	Parms.bZOverride = bZOverride;
	Parms.bIgnoreFallDamage = bIgnoreFallDamage;
	Parms.bPlayFeedbackEvent = bPlayFeedbackEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.MovingEmoteStopped
// (Final, Native, Public, BlueprintCallable)

void AFortPawn::MovingEmoteStopped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "MovingEmoteStopped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_Athena_BatchedDamageCues
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FAthenaBatchedDamageGameplayCues_SharedSharedData                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FAthenaBatchedDamageGameplayCues_NonSharedNonSharedData                                          (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_Athena_BatchedDamageCues(const struct FAthenaBatchedDamageGameplayCues_Shared& SharedData, const struct FAthenaBatchedDamageGameplayCues_NonShared& NonSharedData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_Athena_BatchedDamageCues");

	Params::FortPawn_NetMulticast_Athena_BatchedDamageCues Parms{};

	Parms.SharedData = std::move(SharedData);
	Parms.NonSharedData = std::move(NonSharedData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueAdded
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueAdded(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueAdded");

	Params::FortPawn_NetMulticast_InvokeGameplayCueAdded Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueAdded_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueAdded_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueAdded_WithParams");

	Params::FortPawn_NetMulticast_InvokeGameplayCueAdded_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayEffectSpecForRPC        Spec                                                   (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec");

	Params::FortPawn_NetMulticast_InvokeGameplayCueAddedAndWhileActive_FromSpec Parms{};

	Parms.Spec = std::move(Spec);
	Parms.PredictionKey = std::move(PredictionKey);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams");

	Params::FortPawn_NetMulticast_InvokeGameplayCueAddedAndWhileActive_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueExecuted
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueExecuted(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueExecuted");

	Params::FortPawn_NetMulticast_InvokeGameplayCueExecuted Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueExecuted_FromSpec
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayEffectSpecForRPC        Spec                                                   (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueExecuted_FromSpec(const struct FGameplayEffectSpecForRPC& Spec, const struct FPredictionKey& PredictionKey)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueExecuted_FromSpec");

	Params::FortPawn_NetMulticast_InvokeGameplayCueExecuted_FromSpec Parms{};

	Parms.Spec = std::move(Spec);
	Parms.PredictionKey = std::move(PredictionKey);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCueExecuted_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTag                     GameplayCueTag                                         (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCueExecuted_WithParams(const struct FGameplayTag& GameplayCueTag, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCueExecuted_WithParams");

	Params::FortPawn_NetMulticast_InvokeGameplayCueExecuted_WithParams Parms{};

	Parms.GameplayCueTag = std::move(GameplayCueTag);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams");

	Params::FortPawn_NetMulticast_InvokeGameplayCuesAddedAndWhileActive_WithParams Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCuesExecuted
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCuesExecuted(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCuesExecuted");

	Params::FortPawn_NetMulticast_InvokeGameplayCuesExecuted Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.NetMulticast_InvokeGameplayCuesExecuted_WithParams
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FGameplayTagContainer            GameplayCueTags                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPredictionKey                   PredictionKey                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           GameplayCueParameters                                  (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPawn::NetMulticast_InvokeGameplayCuesExecuted_WithParams(const struct FGameplayTagContainer& GameplayCueTags, const struct FPredictionKey& PredictionKey, const struct FGameplayCueParameters& GameplayCueParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "NetMulticast_InvokeGameplayCuesExecuted_WithParams");

	Params::FortPawn_NetMulticast_InvokeGameplayCuesExecuted_WithParams Parms{};

	Parms.GameplayCueTags = std::move(GameplayCueTags);
	Parms.PredictionKey = std::move(PredictionKey);
	Parms.GameplayCueParameters = std::move(GameplayCueParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnAllMontageInstancesEnded
// (Final, Native, Protected)

void AFortPawn::OnAllMontageInstancesEnded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnAllMontageInstancesEnded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnBaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           NewBase                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnBaseChanged(class AActor* NewBase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnBaseChanged");

	Params::FortPawn_OnBaseChanged Parms{};

	Parms.NewBase = NewBase;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnBuildingHitPlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)
// bool                                    bPlayerPlaced                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnBuildingHitPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, const struct FGameplayEffectContextHandle& EffectContext, bool bPlayerPlaced)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnBuildingHitPlayEffects");

	Params::FortPawn_OnBuildingHitPlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.EffectContext = std::move(EffectContext);
	Parms.bPlayerPlaced = bPlayerPlaced;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnBumpPushedPawn
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PushTimeLeft                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnBumpPushedPawn(class AFortPawn* InstigatedBy, float PushTimeLeft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnBumpPushedPawn");

	Params::FortPawn_OnBumpPushedPawn Parms{};

	Parms.InstigatedBy = InstigatedBy;
	Parms.PushTimeLeft = PushTimeLeft;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnClearSentence
// (Event, Protected, BlueprintEvent)

void AFortPawn::OnClearSentence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnClearSentence");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPawn.OnDamagePlayEffects
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDamagePlayEffects");

	Params::FortPawn_OnDamagePlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnDamageServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDamageServer");

	Params::FortPawn_OnDamageServer Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnDamageZoneStatusChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDamageZone                         Zone                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bStatus                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnDamageZoneStatusChanged(EFortDamageZone Zone, bool bStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDamageZoneStatusChanged");

	Params::FortPawn_OnDamageZoneStatusChanged Parms{};

	Parms.Zone = Zone;
	Parms.bStatus = bStatus;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnDeathPlayEffects
// (BlueprintCosmetic, Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDeathPlayEffects");

	Params::FortPawn_OnDeathPlayEffects Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnDeathServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            DamageTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (Parm, NativeAccessSpecifierPublic)

void AFortPawn::OnDeathServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDeathServer");

	Params::FortPawn_OnDeathServer Parms{};

	Parms.Damage = Damage;
	Parms.DamageTags = std::move(DamageTags);
	Parms.Momentum = std::move(Momentum);
	Parms.HitInfo = std::move(HitInfo);
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.EffectContext = std::move(EffectContext);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnDisplaySentence
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// class FText                             SpeechText                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPawn::OnDisplaySentence(const class FText& SpeechText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnDisplaySentence");

	Params::FortPawn_OnDisplaySentence Parms{};

	Parms.SpeechText = std::move(SpeechText);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnMontageBlendingOut
// (Native, Protected)
// Parameters:
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnMontageBlendingOut");

	Params::FortPawn_OnMontageBlendingOut Parms{};

	Parms.Montage = Montage;
	Parms.bInterrupted = bInterrupted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnMontageEnded
// (Native, Protected)
// Parameters:
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnMontageEnded(class UAnimMontage* Montage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnMontageEnded");

	Params::FortPawn_OnMontageEnded Parms{};

	Parms.Montage = Montage;
	Parms.bInterrupted = bInterrupted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnMontageStarted
// (Native, Protected)
// Parameters:
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnMontageStarted(class UAnimMontage* Montage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnMontageStarted");

	Params::FortPawn_OnMontageStarted Parms{};

	Parms.Montage = Montage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnOutOfControlResistanceServer
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float                                   ImpactDamageDone                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            SourceTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayEffectContextHandle     EffectContext                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AController*                      EffectInstigator                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EffectCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnOutOfControlResistanceServer(float ImpactDamageDone, const struct FGameplayTagContainer& SourceTags, const struct FGameplayEffectContextHandle& EffectContext, class AController* EffectInstigator, class AActor* EffectCauser)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnOutOfControlResistanceServer");

	Params::FortPawn_OnOutOfControlResistanceServer Parms{};

	Parms.ImpactDamageDone = ImpactDamageDone;
	Parms.SourceTags = std::move(SourceTags);
	Parms.EffectContext = std::move(EffectContext);
	Parms.EffectInstigator = EffectInstigator;
	Parms.EffectCauser = EffectCauser;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.OnRep_bWeaponHolstered
// (Final, Native, Public)

void AFortPawn::OnRep_bWeaponHolstered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_bWeaponHolstered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_CurrentWeapon
// (Native, Public)

void AFortPawn::OnRep_CurrentWeapon()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_CurrentWeapon");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_DamageZoneActiveBitMask
// (Final, Native, Public)

void AFortPawn::OnRep_DamageZoneActiveBitMask()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_DamageZoneActiveBitMask");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_IsDBNO
// (Native, Protected)

void AFortPawn::OnRep_IsDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_IsDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_IsKnockedBack
// (Final, Native, Protected)

void AFortPawn::OnRep_IsKnockedBack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_IsKnockedBack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_JumpFlashCount
// (Native, Public)

void AFortPawn::OnRep_JumpFlashCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_JumpFlashCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_LandingFlashCount
// (Native, Public)

void AFortPawn::OnRep_LandingFlashCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_LandingFlashCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_PawnUniqueID
// (Final, Native, Public)

void AFortPawn::OnRep_PawnUniqueID()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_PawnUniqueID");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_PushMomentum
// (Final, Native, Private)

void AFortPawn::OnRep_PushMomentum()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_PushMomentum");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_Sentence
// (Final, Native, Protected)

void AFortPawn::OnRep_Sentence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_Sentence");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_StormShieldComponent
// (Final, Native, Protected)

void AFortPawn::OnRep_StormShieldComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_StormShieldComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_TeleportCounter
// (Native, Public)

void AFortPawn::OnRep_TeleportCounter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_TeleportCounter");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_VocalChords
// (Native, Public)

void AFortPawn::OnRep_VocalChords()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_VocalChords");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnRep_WeaponActivated
// (Final, Native, Public)

void AFortPawn::OnRep_WeaponActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnRep_WeaponActivated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.OnStunned
// (BlueprintAuthorityOnly, Event, Public, BlueprintCallable, BlueprintEvent)

void AFortPawn::OnStunned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnStunned");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPawn.OnTeleported
// (Event, Public, BlueprintEvent)

void AFortPawn::OnTeleported()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnTeleported");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPawn.OnWeaponEquipped
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon*                      NewWeapon                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortWeapon*                      PrevWeapon                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "OnWeaponEquipped");

	Params::FortPawn_OnWeaponEquipped Parms{};

	Parms.NewWeapon = NewWeapon;
	Parms.PrevWeapon = PrevWeapon;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn.PawnStartFire
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   FireModeNum                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::PawnStartFire(uint8 FireModeNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PawnStartFire");

	Params::FortPawn_PawnStartFire Parms{};

	Parms.FireModeNum = FireModeNum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.PawnStopFire
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   FireModeNum                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::PawnStopFire(uint8 FireModeNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PawnStopFire");

	Params::FortPawn_PawnStopFire Parms{};

	Parms.FireModeNum = FireModeNum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.PawnUniqueIDSet
// (Event, Public, BlueprintEvent)

void AFortPawn::PawnUniqueIDSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PawnUniqueIDSet");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPawn.PickUpActor
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           PickupTarget                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDecoItemDefinition*          PlacementDecoItemDefinition                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::PickUpActor(class AActor* PickupTarget, const class UFortDecoItemDefinition* PlacementDecoItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PickUpActor");

	Params::FortPawn_PickUpActor Parms{};

	Parms.PickupTarget = PickupTarget;
	Parms.PlacementDecoItemDefinition = PlacementDecoItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.PlayFootStepSound
// (Native, Public, BlueprintCallable)
// Parameters:
// int32                                   FootDown                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::PlayFootStepSound(int32 FootDown)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PlayFootStepSound");

	Params::FortPawn_PlayFootStepSound Parms{};

	Parms.FootDown = FootDown;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.PlayLocalAnimMontage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*                     NewAnimMontage                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InPlayRate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             StartSectionName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::PlayLocalAnimMontage(class UAnimMontage* NewAnimMontage, float InPlayRate, class FName StartSectionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PlayLocalAnimMontage");

	Params::FortPawn_PlayLocalAnimMontage Parms{};

	Parms.NewAnimMontage = NewAnimMontage;
	Parms.InPlayRate = InPlayRate;
	Parms.StartSectionName = StartSectionName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.PlaySound
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class USoundBase*                       Sound                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeMultiplier                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::PlaySound(class USoundBase* Sound, float VolumeMultiplier, float PitchMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PlaySound");

	Params::FortPawn_PlaySound Parms{};

	Parms.Sound = Sound;
	Parms.VolumeMultiplier = VolumeMultiplier;
	Parms.PitchMultiplier = PitchMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.PrototypeCharacterMovement
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// EMovementMode                           MovementMode                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LaunchVelocity                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::PrototypeCharacterMovement(EMovementMode MovementMode, const struct FVector& LaunchVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "PrototypeCharacterMovement");

	Params::FortPawn_PrototypeCharacterMovement Parms{};

	Parms.MovementMode = MovementMode;
	Parms.LaunchVelocity = std::move(LaunchVelocity);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.RemoveCallout
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     CalloutTagToRemove                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::RemoveCallout(const struct FGameplayTag& CalloutTagToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "RemoveCallout");

	Params::FortPawn_RemoveCallout Parms{};

	Parms.CalloutTagToRemove = std::move(CalloutTagToRemove);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.RemoveNonReplicatedTagToPawn
// (Final, Native, Protected, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::RemoveNonReplicatedTagToPawn(const struct FGameplayTag& Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "RemoveNonReplicatedTagToPawn");

	Params::FortPawn_RemoveNonReplicatedTagToPawn Parms{};

	Parms.Tag = std::move(Tag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.ResetFallingHeight
// (Final, Native, Public, BlueprintCallable)

void AFortPawn::ResetFallingHeight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ResetFallingHeight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SafeHolsterWeapon
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHolster                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayEquipAnim                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             HolsterId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SafeHolsterWeapon(bool bHolster, bool bPlayEquipAnim, class FName HolsterId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SafeHolsterWeapon");

	Params::FortPawn_SafeHolsterWeapon Parms{};

	Parms.bHolster = bHolster;
	Parms.bPlayEquipAnim = bPlayEquipAnim;
	Parms.HolsterId = HolsterId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.ServerInternalEquipWeapon
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class AFortWeapon*                      Weap                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::ServerInternalEquipWeapon(class AFortWeapon* Weap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ServerInternalEquipWeapon");

	Params::FortPawn_ServerInternalEquipWeapon Parms{};

	Parms.Weap = Weap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.ServerTeleportNearLocation
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                          ActorLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::ServerTeleportNearLocation(const struct FVector& ActorLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "ServerTeleportNearLocation");

	Params::FortPawn_ServerTeleportNearLocation Parms{};

	Parms.ActorLocation = std::move(ActorLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetAimAssistTargetOverride
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class USceneComponent*                  InOverride                                             (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetAimAssistTargetOverride(const class USceneComponent* InOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetAimAssistTargetOverride");

	Params::FortPawn_SetAimAssistTargetOverride Parms{};

	Parms.InOverride = InOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetCallout
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     CalloutTagToSet                                        (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetCallout(const struct FGameplayTag& CalloutTagToSet, float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetCallout");

	Params::FortPawn_SetCallout Parms{};

	Parms.CalloutTagToSet = std::move(CalloutTagToSet);
	Parms.Duration = Duration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetControlRecoveryBehavior
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortControlRecoveryBehavior            NewBehavior                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetControlRecoveryBehavior(EFortControlRecoveryBehavior NewBehavior)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetControlRecoveryBehavior");

	Params::FortPawn_SetControlRecoveryBehavior Parms{};

	Parms.NewBehavior = NewBehavior;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetFNameBasedOnHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          HitDirection                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NameResult                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NameFront                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NameBack                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NameLeft                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NameRight                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetFNameBasedOnHitDirection(const struct FVector& HitDirection, class FName* NameResult, class FName NameFront, class FName NameBack, class FName NameLeft, class FName NameRight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetFNameBasedOnHitDirection");

	Params::FortPawn_SetFNameBasedOnHitDirection Parms{};

	Parms.HitDirection = std::move(HitDirection);
	Parms.NameFront = NameFront;
	Parms.NameBack = NameBack;
	Parms.NameLeft = NameLeft;
	Parms.NameRight = NameRight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (NameResult != nullptr)
		*NameResult = Parms.NameResult;
}


// Function FortniteGame.FortPawn.SetGravityJumpMultipliers
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewGravityVal                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewVehicleGravityVal                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewJumpZ                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewJumpHorizontalAcceleration                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewJumpHorizontalVelocity                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetGravityJumpMultipliers(float NewGravityVal, float NewVehicleGravityVal, float NewJumpZ, float NewJumpHorizontalAcceleration, float NewJumpHorizontalVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetGravityJumpMultipliers");

	Params::FortPawn_SetGravityJumpMultipliers Parms{};

	Parms.NewGravityVal = NewGravityVal;
	Parms.NewVehicleGravityVal = NewVehicleGravityVal;
	Parms.NewJumpZ = NewJumpZ;
	Parms.NewJumpHorizontalAcceleration = NewJumpHorizontalAcceleration;
	Parms.NewJumpHorizontalVelocity = NewJumpHorizontalVelocity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetGravityMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewGravityVal                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetGravityMultiplier(float NewGravityVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetGravityMultiplier");

	Params::FortPawn_SetGravityMultiplier Parms{};

	Parms.NewGravityVal = NewGravityVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetHealth
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewHealthVal                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetHealth(float NewHealthVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetHealth");

	Params::FortPawn_SetHealth Parms{};

	Parms.NewHealthVal = NewHealthVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetHolsterWeapon
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHolster                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayEquipAnim                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             HolsterId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetHolsterWeapon(bool bHolster, bool bPlayEquipAnim, class FName HolsterId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetHolsterWeapon");

	Params::FortPawn_SetHolsterWeapon Parms{};

	Parms.bHolster = bHolster;
	Parms.bPlayEquipAnim = bPlayEquipAnim;
	Parms.HolsterId = HolsterId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetIsKnockedBack
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bKnockback                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetIsKnockedBack(bool bKnockback)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetIsKnockedBack");

	Params::FortPawn_SetIsKnockedBack Parms{};

	Parms.bKnockback = bKnockback;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetMaxHealth
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewHealthVal                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetMaxHealth(float NewHealthVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetMaxHealth");

	Params::FortPawn_SetMaxHealth Parms{};

	Parms.NewHealthVal = NewHealthVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetMaxShield
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetMaxShield(float NewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetMaxShield");

	Params::FortPawn_SetMaxShield Parms{};

	Parms.NewValue = NewValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetMovementSpeedMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewMovementSpeedVal                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetMovementSpeedMultiplier(float NewMovementSpeedVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetMovementSpeedMultiplier");

	Params::FortPawn_SetMovementSpeedMultiplier Parms{};

	Parms.NewMovementSpeedVal = NewMovementSpeedVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetPawnAndControlRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                         NewRotation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortPawn::SetPawnAndControlRotation(const struct FRotator& NewRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetPawnAndControlRotation");

	Params::FortPawn_SetPawnAndControlRotation Parms{};

	Parms.NewRotation = std::move(NewRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetPawnVisibility
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewHidden                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPropagateToWeapon                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetPawnVisibility(bool bNewHidden, bool bPropagateToWeapon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetPawnVisibility");

	Params::FortPawn_SetPawnVisibility Parms{};

	Parms.bNewHidden = bNewHidden;
	Parms.bPropagateToWeapon = bPropagateToWeapon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetShield
// (Final, RequiredAPI, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewShieldValue                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetShield(float NewShieldValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetShield");

	Params::FortPawn_SetShield Parms{};

	Parms.NewShieldValue = NewShieldValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SetSpawnSpot
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InSpawnSpot                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::SetSpawnSpot(class AActor* InSpawnSpot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SetSpawnSpot");

	Params::FortPawn_SetSpawnSpot Parms{};

	Parms.InSpawnSpot = InSpawnSpot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.SpawnCameraLensEffect
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class AEmitterCameraLensEffectBase>LensEffectEmitterClass                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AEmitterCameraLensEffectBase*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AEmitterCameraLensEffectBase* AFortPawn::SpawnCameraLensEffect(TSubclassOf<class AEmitterCameraLensEffectBase> LensEffectEmitterClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SpawnCameraLensEffect");

	Params::FortPawn_SpawnCameraLensEffect Parms{};

	Parms.LensEffectEmitterClass = LensEffectEmitterClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.SpawnCameraLensEffectDirectional
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortEmitterCameraLensEffectDirectional>LensEffectEmitterClass                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        DamageDealer                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bDeferSpawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortEmitterCameraLensEffectDirectional*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortEmitterCameraLensEffectDirectional* AFortPawn::SpawnCameraLensEffectDirectional(TSubclassOf<class AFortEmitterCameraLensEffectDirectional> LensEffectEmitterClass, class AFortPawn* DamageDealer, const struct FHitResult& HitInfo, bool bDeferSpawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SpawnCameraLensEffectDirectional");

	Params::FortPawn_SpawnCameraLensEffectDirectional Parms{};

	Parms.LensEffectEmitterClass = LensEffectEmitterClass;
	Parms.DamageDealer = DamageDealer;
	Parms.HitInfo = std::move(HitInfo);
	Parms.bDeferSpawn = bDeferSpawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.SpawnSoundLensEffectDirectional
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPawn*                        TrackedPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitInfo                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxAudibleDistance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortSoundIndicatorTypes                IndicatorType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           InstigatingActor                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Tint                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         OverrideIcon                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortSoundCameraLensEffect*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortSoundCameraLensEffect* AFortPawn::SpawnSoundLensEffectDirectional(class AFortPawn* TrackedPawn, const struct FVector& HitInfo, float MaxAudibleDistance, EFortSoundIndicatorTypes IndicatorType, const class AActor* InstigatingActor, const struct FLinearColor& Tint, class UTexture* OverrideIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "SpawnSoundLensEffectDirectional");

	Params::FortPawn_SpawnSoundLensEffectDirectional Parms{};

	Parms.TrackedPawn = TrackedPawn;
	Parms.HitInfo = std::move(HitInfo);
	Parms.MaxAudibleDistance = MaxAudibleDistance;
	Parms.IndicatorType = IndicatorType;
	Parms.InstigatingActor = InstigatingActor;
	Parms.Tint = std::move(Tint);
	Parms.OverrideIcon = OverrideIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.StartPushMomentum
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          NewPushMomentum                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::StartPushMomentum(const struct FVector& NewPushMomentum, float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "StartPushMomentum");

	Params::FortPawn_StartPushMomentum Parms{};

	Parms.NewPushMomentum = std::move(NewPushMomentum);
	Parms.Duration = Duration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.StopBatchedLoopingWeaponActivation
// (Final, Native, Public)

void AFortPawn::StopBatchedLoopingWeaponActivation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "StopBatchedLoopingWeaponActivation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.StopPushMomentum
// (Final, Native, Public, BlueprintCallable)

void AFortPawn::StopPushMomentum()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "StopPushMomentum");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.TriggerFeedbackEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             EventName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        InstigatorPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        Recipient                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OverriddenDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::TriggerFeedbackEvent(class FName EventName, class AFortPawn* InstigatorPawn, class AFortPawn* Recipient, float OverriddenDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "TriggerFeedbackEvent");

	Params::FortPawn_TriggerFeedbackEvent Parms{};

	Parms.EventName = EventName;
	Parms.InstigatorPawn = InstigatorPawn;
	Parms.Recipient = Recipient;
	Parms.OverriddenDelay = OverriddenDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn.CanSpawnSoundVisuals
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::CanSpawnSoundVisuals() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "CanSpawnSoundVisuals");

	Params::FortPawn_CanSpawnSoundVisuals Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetControlRecoveryBehavior
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortControlRecoveryBehavior            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortControlRecoveryBehavior AFortPawn::GetControlRecoveryBehavior() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetControlRecoveryBehavior");

	Params::FortPawn_GetControlRecoveryBehavior Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetControlResistance
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetControlResistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetControlResistance");

	Params::FortPawn_GetControlResistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetCurrentSentenceSpeechText
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortPawn::GetCurrentSentenceSpeechText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetCurrentSentenceSpeechText");

	Params::FortPawn_GetCurrentSentenceSpeechText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetDamageZone
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FHitResult                       InHitResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// EFortDamageZone                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDamageZone AFortPawn::GetDamageZone(const struct FHitResult& InHitResult) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetDamageZone");

	Params::FortPawn_GetDamageZone Parms{};

	Parms.InHitResult = std::move(InHitResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetDefaultTargetingOrigin
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortPawn::GetDefaultTargetingOrigin() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetDefaultTargetingOrigin");

	Params::FortPawn_GetDefaultTargetingOrigin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetDefaultTargetingRotation
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AFortPawn::GetDefaultTargetingRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetDefaultTargetingRotation");

	Params::FortPawn_GetDefaultTargetingRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* AFortPawn::GetEncounterInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetEncounterInfo");

	Params::FortPawn_GetEncounterInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetHealth
// (RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetHealth");

	Params::FortPawn_GetHealth Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetHealthPercent
// (Native, Public, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetHealthPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetHealthPercent");

	Params::FortPawn_GetHealthPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetIgnoreFallDamageComponentTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortPawn::GetIgnoreFallDamageComponentTag() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetIgnoreFallDamageComponentTag");

	Params::FortPawn_GetIgnoreFallDamageComponentTag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetKnockbackMultiplier
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetKnockbackMultiplier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetKnockbackMultiplier");

	Params::FortPawn_GetKnockbackMultiplier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetKnockbackThreshold
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetKnockbackThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetKnockbackThreshold");

	Params::FortPawn_GetKnockbackThreshold Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetLocalViewingPlayerController
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class APlayerController* AFortPawn::GetLocalViewingPlayerController() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetLocalViewingPlayerController");

	Params::FortPawn_GetLocalViewingPlayerController Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMaxControlResistance
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetMaxControlResistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMaxControlResistance");

	Params::FortPawn_GetMaxControlResistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMaxHealth
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetMaxHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMaxHealth");

	Params::FortPawn_GetMaxHealth Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMaxShield
// (RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetMaxShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMaxShield");

	Params::FortPawn_GetMaxShield Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMeleeComboCounter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPawn::GetMeleeComboCounter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMeleeComboCounter");

	Params::FortPawn_GetMeleeComboCounter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMeleeReticleStrikeAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bPrimaryInput                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetMeleeReticleStrikeAngle(bool bPrimaryInput) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMeleeReticleStrikeAngle");

	Params::FortPawn_GetMeleeReticleStrikeAngle Parms{};

	Parms.bPrimaryInput = bPrimaryInput;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetMovementPredictionPosition
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   PredictionDeltaTime                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortPawn::GetMovementPredictionPosition(float PredictionDeltaTime) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetMovementPredictionPosition");

	Params::FortPawn_GetMovementPredictionPosition Parms{};

	Parms.PredictionDeltaTime = PredictionDeltaTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetShield
// (RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPawn::GetShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetShield");

	Params::FortPawn_GetShield Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.GetSphericalHitDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          HitDirection                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Azimuth                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Elevation                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn::GetSphericalHitDirection(const struct FVector& HitDirection, float* Azimuth, float* Elevation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetSphericalHitDirection");

	Params::FortPawn_GetSphericalHitDirection Parms{};

	Parms.HitDirection = std::move(HitDirection);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Azimuth != nullptr)
		*Azimuth = Parms.Azimuth;

	if (Elevation != nullptr)
		*Elevation = Parms.Elevation;
}


// Function FortniteGame.FortPawn.GetTargetingTransform
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource             Source                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortGameplayAbility*             SourceAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform AFortPawn::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "GetTargetingTransform");

	Params::FortPawn_GetTargetingTransform Parms{};

	Parms.Source = Source;
	Parms.SourceAbility = SourceAbility;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.HasCurrentMontage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::HasCurrentMontage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "HasCurrentMontage");

	Params::FortPawn_HasCurrentMontage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsActionInputIgnored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsActionInputIgnored() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsActionInputIgnored");

	Params::FortPawn_IsActionInputIgnored Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsAllowChainStun
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsAllowChainStun() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsAllowChainStun");

	Params::FortPawn_IsAllowChainStun Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsDBNO
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsDBNO() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsDBNO");

	Params::FortPawn_IsDBNO Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsDead
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsDead() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsDead");

	Params::FortPawn_IsDead Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsFrontalHit
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          HitDirection                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsFrontalHit(const struct FVector& HitDirection) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsFrontalHit");

	Params::FortPawn_IsFrontalHit Parms{};

	Parms.HitDirection = std::move(HitDirection);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsStaggered
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsStaggered() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsStaggered");

	Params::FortPawn_IsStaggered Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.IsWeaponHolstered
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::IsWeaponHolstered() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "IsWeaponHolstered");

	Params::FortPawn_IsWeaponHolstered Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn.WasDBNOOnDeath
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn::WasDBNOOnDeath() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn", "WasDBNOOnDeath");

	Params::FortPawn_WasDBNOOnDeath Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.AddAbilityAITarget
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class AFortAIPawn*                      InTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::AddAbilityAITarget(class AFortAIPawn* InTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AddAbilityAITarget");

	Params::FortPlayerPawn_AddAbilityAITarget Parms{};

	Parms.InTarget = InTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.AddAttachment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh*                    Attachment                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimBlueprint*                   InAnimBP                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::AddAttachment(class USkeletalMesh* Attachment, class UAnimBlueprint* InAnimBP)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AddAttachment");

	Params::FortPlayerPawn_AddAttachment Parms{};

	Parms.Attachment = Attachment;
	Parms.InAnimBP = InAnimBP;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.AITargetDied
// (Final, Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::AITargetDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AITargetDied");

	Params::FortPlayerPawn_AITargetDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.AnimTrailsDisable
// (Event, Public, BlueprintCallable, BlueprintEvent)

void AFortPlayerPawn::AnimTrailsDisable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AnimTrailsDisable");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.AnimTrailsNotify
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::AnimTrailsNotify(bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AnimTrailsNotify");

	Params::FortPlayerPawn_AnimTrailsNotify Parms{};

	Parms.bActive = bActive;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawn.AnimTrailsSetup
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UParticleSystem*                  ParticleSystemReference                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             FirstSocketName                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SecondSocketName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Width                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         OverrideParticleComp                                   (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OverideFirstSocketName                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OverideSecondSocketName                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::AnimTrailsSetup(class UParticleSystem* ParticleSystemReference, class FName FirstSocketName, class FName SecondSocketName, float Width, class UParticleSystemComponent* OverrideParticleComp, class FName OverideFirstSocketName, class FName OverideSecondSocketName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "AnimTrailsSetup");

	Params::FortPlayerPawn_AnimTrailsSetup Parms{};

	Parms.ParticleSystemReference = ParticleSystemReference;
	Parms.FirstSocketName = FirstSocketName;
	Parms.SecondSocketName = SecondSocketName;
	Parms.Width = Width;
	Parms.OverrideParticleComp = OverrideParticleComp;
	Parms.OverideFirstSocketName = OverideFirstSocketName;
	Parms.OverideSecondSocketName = OverideSecondSocketName;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawn.BeginHovering
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::BeginHovering()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "BeginHovering");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.BeginSkydiving
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bFromBus                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::BeginSkydiving(bool bFromBus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "BeginSkydiving");

	Params::FortPlayerPawn_BeginSkydiving Parms{};

	Parms.bFromBus = bFromBus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.BeginZiplining
// (Final, BlueprintCosmetic, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortAthenaZipline*               Zipline                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent*                  SocketComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SocketName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SocketOffset                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::BeginZiplining(const class AFortAthenaZipline* Zipline, class USceneComponent* SocketComponent, class FName SocketName, const struct FVector& SocketOffset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "BeginZiplining");

	Params::FortPlayerPawn_BeginZiplining Parms{};

	Parms.Zipline = Zipline;
	Parms.SocketComponent = SocketComponent;
	Parms.SocketName = SocketName;
	Parms.SocketOffset = std::move(SocketOffset);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.CancelJumpAbility
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::CancelJumpAbility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "CancelJumpAbility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.CanPredictJumpApex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::CanPredictJumpApex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "CanPredictJumpApex");

	Params::FortPlayerPawn_CanPredictJumpApex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.ClearExistingCosmeticPetInstance
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::ClearExistingCosmeticPetInstance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ClearExistingCosmeticPetInstance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ClientAcknowledgeVehicleInputState
// (Net, Native, Event, Public, NetClient)
// Parameters:
// float                                   Timestamp                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ClientAcknowledgeVehicleInputState(float Timestamp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ClientAcknowledgeVehicleInputState");

	Params::FortPlayerPawn_ClientAcknowledgeVehicleInputState Parms{};

	Parms.Timestamp = Timestamp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ClientNotifyAbilityFailed
// (Net, Native, Event, Public, NetClient)
// Parameters:
// class UGameplayAbility*                 FailedAbility                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            FailedReason                                           (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ClientNotifyAbilityFailed(const class UGameplayAbility* FailedAbility, const struct FGameplayTagContainer& FailedReason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ClientNotifyAbilityFailed");

	Params::FortPlayerPawn_ClientNotifyAbilityFailed Parms{};

	Parms.FailedAbility = FailedAbility;
	Parms.FailedReason = std::move(FailedReason);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ClientResetAbilitySystemComponent
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerPawn::ClientResetAbilitySystemComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ClientResetAbilitySystemComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.DebugDestroyVehicle
// (Final, Exec, Native, Public)

void AFortPlayerPawn::DebugDestroyVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "DebugDestroyVehicle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.DestroyBalloonRope
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::DestroyBalloonRope()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "DestroyBalloonRope");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.DisableFaceRotation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   DurationInSeconds                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSetStasis                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::DisableFaceRotation(float DurationInSeconds, bool bSetStasis)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "DisableFaceRotation");

	Params::FortPlayerPawn_DisableFaceRotation Parms{};

	Parms.DurationInSeconds = DurationInSeconds;
	Parms.bSetStasis = bSetStasis;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.DriverToPassengerAnimationStopped
// (Final, Native, Public)

void AFortPlayerPawn::DriverToPassengerAnimationStopped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "DriverToPassengerAnimationStopped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.EndedInteractSearch
// (Final, Native, Protected, BlueprintCallable)

void AFortPlayerPawn::EndedInteractSearch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "EndedInteractSearch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.EndGhostModeExit
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortPlayerPawn::EndGhostModeExit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "EndGhostModeExit");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.EndHovering
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::EndHovering()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "EndHovering");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.EndSkydiving
// (Native, Public, BlueprintCallable)

void AFortPlayerPawn::EndSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "EndSkydiving");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.EndZiplining
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bFromJump                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::EndZiplining(bool bFromJump)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "EndZiplining");

	Params::FortPlayerPawn_EndZiplining Parms{};

	Parms.bFromJump = bFromJump;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ForceDetachFromRemoteControlledPawn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortPlayerPawn::ForceDetachFromRemoteControlledPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ForceDetachFromRemoteControlledPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.GetContrailParticleSystem
// (Native, Public, BlueprintCallable)
// Parameters:
// class UParticleSystem*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UParticleSystem* AFortPlayerPawn::GetContrailParticleSystem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetContrailParticleSystem");

	Params::FortPlayerPawn_GetContrailParticleSystem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetNiagaraContrailParticleSystem
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FFortNiagaraCascadeSystemPair    ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortNiagaraCascadeSystemPair AFortPlayerPawn::GetNiagaraContrailParticleSystem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetNiagaraContrailParticleSystem");

	Params::FortPlayerPawn_GetNiagaraContrailParticleSystem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetVehicleOverrideExit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::GetVehicleOverrideExit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetVehicleOverrideExit");

	Params::FortPlayerPawn_GetVehicleOverrideExit Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.HandleInStasis
// (Final, Native, Public)

void AFortPlayerPawn::HandleInStasis()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "HandleInStasis");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.IsZiplining
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsZiplining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsZiplining");

	Params::FortPlayerPawn_IsZiplining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.LocalIsTryingToGetPickup
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::LocalIsTryingToGetPickup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "LocalIsTryingToGetPickup");

	Params::FortPlayerPawn_LocalIsTryingToGetPickup Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.MarkSafe
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UGameplayEffect>      GEtoApply                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::MarkSafe(TSubclassOf<class UGameplayEffect> GEtoApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "MarkSafe");

	Params::FortPlayerPawn_MarkSafe Parms{};

	Parms.GEtoApply = GEtoApply;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.MulticastUpdateVehicleInputStateReliable
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// struct FFortAthenaVehicleInputStateReliableReliableInput                                          (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerPawn::MulticastUpdateVehicleInputStateReliable(const struct FFortAthenaVehicleInputStateReliable& ReliableInput)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "MulticastUpdateVehicleInputStateReliable");

	Params::FortPlayerPawn_MulticastUpdateVehicleInputStateReliable Parms{};

	Parms.ReliableInput = std::move(ReliableInput);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.NotifyTeammateSkydivedFromBus
// (Event, Public, BlueprintEvent)

void AFortPlayerPawn::NotifyTeammateSkydivedFromBus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "NotifyTeammateSkydivedFromBus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.OnCapsuleBeginOverlap
// (Final, Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnCapsuleBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnCapsuleBeginOverlap");

	Params::FortPlayerPawn_OnCapsuleBeginOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnCharacterPartsReinitialized
// (Event, Protected, BlueprintEvent)

void AFortPlayerPawn::OnCharacterPartsReinitialized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnCharacterPartsReinitialized");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.OnEnteredVehicle
// (Event, Public, BlueprintEvent)

void AFortPlayerPawn::OnEnteredVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnEnteredVehicle");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.OnExitedVehicle
// (Event, Public, BlueprintEvent)

void AFortPlayerPawn::OnExitedVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnExitedVehicle");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.OnLocalItemInteractionComplete
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           ReceivingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnLocalItemInteractionComplete(class AActor* ReceivingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnLocalItemInteractionComplete");

	Params::FortPlayerPawn_OnLocalItemInteractionComplete Parms{};

	Parms.ReceivingActor = ReceivingActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawn.OnLockOnSearchCompleted
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// bool                                    bConsumeEvent                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnLockOnSearchCompleted(bool* bConsumeEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnLockOnSearchCompleted");

	Params::FortPlayerPawn_OnLockOnSearchCompleted Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (bConsumeEvent != nullptr)
		*bConsumeEvent = Parms.bConsumeEvent;
}


// Function FortniteGame.FortPlayerPawn.OnOpenParachute
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// bool                                    bConsumeEvent                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnOpenParachute(bool* bConsumeEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnOpenParachute");

	Params::FortPlayerPawn_OnOpenParachute Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (bConsumeEvent != nullptr)
		*bConsumeEvent = Parms.bConsumeEvent;
}


// Function FortniteGame.FortPlayerPawn.OnRep_AccelerationPack
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_AccelerationPack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_AccelerationPack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_AccelerationZPack
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_AccelerationZPack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_AccelerationZPack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_AnimBPOverride
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_AnimBPOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_AnimBPOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_AttachmentMesh
// (Final, Native, Private)

void AFortPlayerPawn::OnRep_AttachmentMesh()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_AttachmentMesh");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_CharPartAnimMontageInfo
// (Final, Native, Private)

void AFortPlayerPawn::OnRep_CharPartAnimMontageInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_CharPartAnimMontageInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_ControlledRCPawn
// (Native, Protected)

void AFortPlayerPawn::OnRep_ControlledRCPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_ControlledRCPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_FootstepBankOverride
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_FootstepBankOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_FootstepBankOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_InVehicle
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_InVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_InVehicle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsOutsideSafeZone
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_IsOutsideSafeZone()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsOutsideSafeZone");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsParachuteOpen
// (Final, Native, Protected)
// Parameters:
// bool                                    bPreviousState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnRep_IsParachuteOpen(bool bPreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsParachuteOpen");

	Params::FortPlayerPawn_OnRep_IsParachuteOpen Parms{};

	Parms.bPreviousState = bPreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsSkydiving
// (Final, Native, Protected)
// Parameters:
// bool                                    bPreviousState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnRep_IsSkydiving(bool bPreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsSkydiving");

	Params::FortPlayerPawn_OnRep_IsSkydiving Parms{};

	Parms.bPreviousState = bPreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsSkydivingFromBus
// (Final, Native, Protected)

void AFortPlayerPawn::OnRep_IsSkydivingFromBus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsSkydivingFromBus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsSlopeSliding
// (Native, Protected)

void AFortPlayerPawn::OnRep_IsSlopeSliding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsSlopeSliding");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_IsTargeting
// (Final, Native, Protected)

void AFortPlayerPawn::OnRep_IsTargeting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_IsTargeting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_ParachuteAttachment
// (Final, Native, Protected)

void AFortPlayerPawn::OnRep_ParachuteAttachment()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_ParachuteAttachment");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_ReplicatedIsInSlipperyMovement
// (Final, Native, Protected)

void AFortPlayerPawn::OnRep_ReplicatedIsInSlipperyMovement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_ReplicatedIsInSlipperyMovement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_ReplicatedIsInVortex
// (Final, Native, Protected)

void AFortPlayerPawn::OnRep_ReplicatedIsInVortex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_ReplicatedIsInVortex");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_StartedInteractSearch
// (Final, Native, Private)

void AFortPlayerPawn::OnRep_StartedInteractSearch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_StartedInteractSearch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_StoredControlRotation
// (Native, Protected)

void AFortPlayerPawn::OnRep_StoredControlRotation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_StoredControlRotation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnRep_VehicleInputStateUnreliable
// (Final, Native, Public)

void AFortPlayerPawn::OnRep_VehicleInputStateUnreliable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnRep_VehicleInputStateUnreliable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.OnSlidingStateChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewSlidingState                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnSlidingStateChanged(bool bNewSlidingState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnSlidingStateChanged");

	Params::FortPlayerPawn_OnSlidingStateChanged Parms{};

	Parms.bNewSlidingState = bNewSlidingState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawn.OnStartLongInteract
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           ReceivingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Out_bConsumeEvent                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Out_bSkipSetInteractDuration                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Out_bSkipStartAnimation                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EItemInteractionType                    Out_ItemInteractionType                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::OnStartLongInteract(class AActor* ReceivingActor, bool* Out_bConsumeEvent, bool* Out_bSkipSetInteractDuration, bool* Out_bSkipStartAnimation, EItemInteractionType* Out_ItemInteractionType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "OnStartLongInteract");

	Params::FortPlayerPawn_OnStartLongInteract Parms{};

	Parms.ReceivingActor = ReceivingActor;

	UObject::ProcessEvent(Func, &Parms);

	if (Out_bConsumeEvent != nullptr)
		*Out_bConsumeEvent = Parms.Out_bConsumeEvent;

	if (Out_bSkipSetInteractDuration != nullptr)
		*Out_bSkipSetInteractDuration = Parms.Out_bSkipSetInteractDuration;

	if (Out_bSkipStartAnimation != nullptr)
		*Out_bSkipStartAnimation = Parms.Out_bSkipStartAnimation;

	if (Out_ItemInteractionType != nullptr)
		*Out_ItemInteractionType = Parms.Out_ItemInteractionType;
}


// Function FortniteGame.FortPlayerPawn.PassengerToDriverAnimationStopped
// (Final, Native, Public)

void AFortPlayerPawn::PassengerToDriverAnimationStopped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PassengerToDriverAnimationStopped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.PassengerToPassengerAnimationStopped
// (Final, Native, Public)

void AFortPlayerPawn::PassengerToPassengerAnimationStopped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PassengerToPassengerAnimationStopped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.PopAnimBPOverride
// (Final, Native, Public)
// Parameters:
// int32                                   Priority                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UAnimInstance>        InAnimBPOverride                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::PopAnimBPOverride(int32 Priority, TSubclassOf<class UAnimInstance> InAnimBPOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PopAnimBPOverride");

	Params::FortPlayerPawn_PopAnimBPOverride Parms{};

	Parms.Priority = Priority;
	Parms.InAnimBPOverride = InAnimBPOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.PopFootstepBankOverride
// (Final, Native, Public)
// Parameters:
// int32                                   Priority                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFootstepAudioBank*           InFootstepBankOverride                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::PopFootstepBankOverride(int32 Priority, class UFortFootstepAudioBank* InFootstepBankOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PopFootstepBankOverride");

	Params::FortPlayerPawn_PopFootstepBankOverride Parms{};

	Parms.Priority = Priority;
	Parms.InFootstepBankOverride = InFootstepBankOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.PushAnimBPOverride
// (Final, Native, Public)
// Parameters:
// int32                                   Priority                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UAnimInstance>        InAnimBPOverride                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::PushAnimBPOverride(int32 Priority, TSubclassOf<class UAnimInstance> InAnimBPOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PushAnimBPOverride");

	Params::FortPlayerPawn_PushAnimBPOverride Parms{};

	Parms.Priority = Priority;
	Parms.InAnimBPOverride = InAnimBPOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.PushFootstepBankOverride
// (Final, Native, Public)
// Parameters:
// int32                                   Priority                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFootstepAudioBank*           InFootstepBankOverride                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::PushFootstepBankOverride(int32 Priority, class UFortFootstepAudioBank* InFootstepBankOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "PushFootstepBankOverride");

	Params::FortPlayerPawn_PushFootstepBankOverride Parms{};

	Parms.Priority = Priority;
	Parms.InFootstepBankOverride = InFootstepBankOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.RandomizeCharacter
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           GenderString                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::RandomizeCharacter(const class FString& GenderString)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "RandomizeCharacter");

	Params::FortPlayerPawn_RandomizeCharacter Parms{};

	Parms.GenderString = std::move(GenderString);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.RemoveAbilityAITarget
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class AFortAIPawn*                      InTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::RemoveAbilityAITarget(class AFortAIPawn* InTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "RemoveAbilityAITarget");

	Params::FortPlayerPawn_RemoveAbilityAITarget Parms{};

	Parms.InTarget = InTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.RemoveAttachment
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::RemoveAttachment()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "RemoveAttachment");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ResetClothAndDynamics
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawn::ResetClothAndDynamics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ResetClothAndDynamics");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ReviveFromDBNO
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ReviveFromDBNO(class AController* EventInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ReviveFromDBNO");

	Params::FortPlayerPawn_ReviveFromDBNO Parms{};

	Parms.EventInstigator = EventInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SafeZoneStatusChanged
// (Event, Public, BlueprintEvent)

void AFortPlayerPawn::SafeZoneStatusChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SafeZoneStatusChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawn.ServerChooseGender
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomGender                       Gender                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerChooseGender(EFortCustomGender Gender)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerChooseGender");

	Params::FortPlayerPawn_ServerChooseGender Parms{};

	Parms.Gender = Gender;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerChoosePart
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCustomCharacterPart*             ChosenCharacterPart                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerChoosePart(EFortCustomPartType Part, class UCustomCharacterPart* ChosenCharacterPart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerChoosePart");

	Params::FortPlayerPawn_ServerChoosePart Parms{};

	Parms.Part = Part;
	Parms.ChosenCharacterPart = ChosenCharacterPart;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerCycleAccessoryColorSwatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNext                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerCycleAccessoryColorSwatch(EFortCustomPartType Part, bool bNext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerCycleAccessoryColorSwatch");

	Params::FortPlayerPawn_ServerCycleAccessoryColorSwatch Parms{};

	Parms.Part = Part;
	Parms.bNext = bNext;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerCycleColorSwatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EColorSwatchType                        SwatchType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNext                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerCycleColorSwatch(EColorSwatchType SwatchType, bool bNext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerCycleColorSwatch");

	Params::FortPlayerPawn_ServerCycleColorSwatch Parms{};

	Parms.SwatchType = SwatchType;
	Parms.bNext = bNext;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerCyclePart
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNextPart                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerCyclePart(EFortCustomPartType Part, bool bNextPart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerCyclePart");

	Params::FortPlayerPawn_ServerCyclePart Parms{};

	Parms.Part = Part;
	Parms.bNextPart = bNextPart;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerHandlePickup
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AFortPickup*                      Pickup                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InFlyTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InStartDirection                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayPickupSound                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerHandlePickup(class AFortPickup* Pickup, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerHandlePickup");

	Params::FortPlayerPawn_ServerHandlePickup Parms{};

	Parms.Pickup = Pickup;
	Parms.InFlyTime = InFlyTime;
	Parms.InStartDirection = std::move(InStartDirection);
	Parms.bPlayPickupSound = bPlayPickupSound;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerHandlePickupWithSwap
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AFortPickup*                      Pickup                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            Swap                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InFlyTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InStartDirection                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayPickupSound                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerHandlePickupWithSwap(class AFortPickup* Pickup, const struct FGuid& Swap, float InFlyTime, const struct FVector& InStartDirection, bool bPlayPickupSound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerHandlePickupWithSwap");

	Params::FortPlayerPawn_ServerHandlePickupWithSwap Parms{};

	Parms.Pickup = Pickup;
	Parms.Swap = std::move(Swap);
	Parms.InFlyTime = InFlyTime;
	Parms.InStartDirection = std::move(InStartDirection);
	Parms.bPlayPickupSound = bPlayPickupSound;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerOnExitVehicle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAthenaVehicle* AFortPlayerPawn::ServerOnExitVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerOnExitVehicle");

	Params::FortPlayerPawn_ServerOnExitVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.ServerPlayUnableToPerformActionMontage
// (Net, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerPawn::ServerPlayUnableToPerformActionMontage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerPlayUnableToPerformActionMontage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerRespawnFromDBNO
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerPawn::ServerRespawnFromDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerRespawnFromDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerReviveFromDBNO
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerReviveFromDBNO(class AController* EventInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerReviveFromDBNO");

	Params::FortPlayerPawn_ServerReviveFromDBNO Parms{};

	Parms.EventInstigator = EventInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerRootMotionInterruptNotifyStopMontage
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class UAnimMontage*                     MontageToStop                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerRootMotionInterruptNotifyStopMontage(class UAnimMontage* MontageToStop)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerRootMotionInterruptNotifyStopMontage");

	Params::FortPlayerPawn_ServerRootMotionInterruptNotifyStopMontage Parms{};

	Parms.MontageToStop = MontageToStop;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerSendAimbotDetectionStatus
// (Final, Net, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// TArray<uint8>                           Payload                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerSendAimbotDetectionStatus(const TArray<uint8>& Payload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerSendAimbotDetectionStatus");

	Params::FortPlayerPawn_ServerSendAimbotDetectionStatus Parms{};

	Parms.Payload = std::move(Payload);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerSendZiplineState
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FZiplinePawnState                InZiplineState                                         (ConstParm, Parm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerSendZiplineState(const struct FZiplinePawnState& InZiplineState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerSendZiplineState");

	Params::FortPlayerPawn_ServerSendZiplineState Parms{};

	Parms.InZiplineState = std::move(InZiplineState);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerSetAimbotDetection
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bEnableDetection                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerSetAimbotDetection(bool bEnableDetection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerSetAimbotDetection");

	Params::FortPlayerPawn_ServerSetAimbotDetection Parms{};

	Parms.bEnableDetection = bEnableDetection;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerSetAttachment
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FRepFortMeshAttachment           Attachment                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerSetAttachment(const struct FRepFortMeshAttachment& Attachment)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerSetAttachment");

	Params::FortPlayerPawn_ServerSetAttachment Parms{};

	Parms.Attachment = std::move(Attachment);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerToggleBodyType
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerPawn::ServerToggleBodyType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerToggleBodyType");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerToggleGender
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerPawn::ServerToggleGender()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerToggleGender");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerUpdateVehicleInputStateReliable
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FFortAthenaVehicleInputStateReliableReliableInput                                          (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerUpdateVehicleInputStateReliable(const struct FFortAthenaVehicleInputStateReliable& ReliableInput)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerUpdateVehicleInputStateReliable");

	Params::FortPlayerPawn_ServerUpdateVehicleInputStateReliable Parms{};

	Parms.ReliableInput = std::move(ReliableInput);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ServerUpdateVehicleInputStateUnreliable
// (Net, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FFortAthenaVehicleInputStateUnreliableReliableInput                                          (Parm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   Timestamp                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ServerUpdateVehicleInputStateUnreliable(const struct FFortAthenaVehicleInputStateUnreliable& ReliableInput, float Timestamp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ServerUpdateVehicleInputStateUnreliable");

	Params::FortPlayerPawn_ServerUpdateVehicleInputStateUnreliable Parms{};

	Parms.ReliableInput = std::move(ReliableInput);
	Parms.Timestamp = Timestamp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetBalloonRope
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingGameplayActor*           InBalloonRope                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetBalloonRope(class ABuildingGameplayActor* InBalloonRope)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetBalloonRope");

	Params::FortPlayerPawn_SetBalloonRope Parms{};

	Parms.InBalloonRope = InBalloonRope;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetFirstPersonCamera
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bNewUseFirstPersonCamera                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetFirstPersonCamera(bool bNewUseFirstPersonCamera)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetFirstPersonCamera");

	Params::FortPlayerPawn_SetFirstPersonCamera Parms{};

	Parms.bNewUseFirstPersonCamera = bNewUseFirstPersonCamera;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawn.SetHomeActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NewActor                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetHomeActor(class AActor* NewActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetHomeActor");

	Params::FortPlayerPawn_SetHomeActor Parms{};

	Parms.NewActor = NewActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetInSlipperyMovement
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIsSlippery                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetInSlipperyMovement(bool bIsSlippery)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetInSlipperyMovement");

	Params::FortPlayerPawn_SetInSlipperyMovement Parms{};

	Parms.bIsSlippery = bIsSlippery;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetInVortex
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewValue                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   UpwardLaunchVelocity                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityFloorAltitude                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityFloorWidth                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityFloorGravityScalar                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GravityFloorTerminalVelocity                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetInVortex(bool bNewValue, float UpwardLaunchVelocity, float GravityFloorAltitude, float GravityFloorWidth, float GravityFloorGravityScalar, float GravityFloorTerminalVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetInVortex");

	Params::FortPlayerPawn_SetInVortex Parms{};

	Parms.bNewValue = bNewValue;
	Parms.UpwardLaunchVelocity = UpwardLaunchVelocity;
	Parms.GravityFloorAltitude = GravityFloorAltitude;
	Parms.GravityFloorWidth = GravityFloorWidth;
	Parms.GravityFloorGravityScalar = GravityFloorGravityScalar;
	Parms.GravityFloorTerminalVelocity = GravityFloorTerminalVelocity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetNumActiveBalloons
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   NewBalloonCount                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetNumActiveBalloons(int32 NewBalloonCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetNumActiveBalloons");

	Params::FortPlayerPawn_SetNumActiveBalloons Parms{};

	Parms.NewBalloonCount = NewBalloonCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetPendingSkydiveLaunch
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPending                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetPendingSkydiveLaunch(bool bPending)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetPendingSkydiveLaunch");

	Params::FortPlayerPawn_SetPendingSkydiveLaunch Parms{};

	Parms.bPending = bPending;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetPetType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaPetItemDefinition*         PetToCreate                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetPetType(const class UAthenaPetItemDefinition* PetToCreate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetPetType");

	Params::FortPlayerPawn_SetPetType Parms{};

	Parms.PetToCreate = PetToCreate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetStasisMode
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortPawnStasisMode                     InStasisMode                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetStasisMode(EFortPawnStasisMode InStasisMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetStasisMode");

	Params::FortPlayerPawn_SetStasisMode Parms{};

	Parms.InStasisMode = InStasisMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SetVehicleOverrideExit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIgnoreLaunch                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SetVehicleOverrideExit(bool bIgnoreLaunch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SetVehicleOverrideExit");

	Params::FortPlayerPawn_SetVehicleOverrideExit Parms{};

	Parms.bIgnoreLaunch = bIgnoreLaunch;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ShouldPlayDeathAnimation
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::ShouldPlayDeathAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ShouldPlayDeathAnimation");

	Params::FortPlayerPawn_ShouldPlayDeathAnimation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.StartedInteractSearch
// (Final, Native, Protected, BlueprintCallable)

void AFortPlayerPawn::StartedInteractSearch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "StartedInteractSearch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.StartGhostModeExit
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InGhostModeExitDuration                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::StartGhostModeExit(const float InGhostModeExitDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "StartGhostModeExit");

	Params::FortPlayerPawn_StartGhostModeExit Parms{};

	Parms.InGhostModeExitDuration = InGhostModeExitDuration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.StopItemInteractionAbility
// (Native, Public, BlueprintCallable)
// Parameters:
// EItemInteractionStatus                  ItemInteractionStatus                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::StopItemInteractionAbility(const EItemInteractionStatus ItemInteractionStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "StopItemInteractionAbility");

	Params::FortPlayerPawn_StopItemInteractionAbility Parms{};

	Parms.ItemInteractionStatus = ItemInteractionStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SwitchToNextPart
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           PartName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SwitchToNextPart(const class FString& PartName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SwitchToNextPart");

	Params::FortPlayerPawn_SwitchToNextPart Parms{};

	Parms.PartName = std::move(PartName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.SwitchToPreviousPart
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           PartName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::SwitchToPreviousPart(const class FString& PartName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "SwitchToPreviousPart");

	Params::FortPlayerPawn_SwitchToPreviousPart Parms{};

	Parms.PartName = std::move(PartName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ToggleBodyType
// (Final, Exec, Native, Public)

void AFortPlayerPawn::ToggleBodyType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ToggleBodyType");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ToggleGender
// (Final, Exec, Native, Public)

void AFortPlayerPawn::ToggleGender()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ToggleGender");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.UnableToPerformAction
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// bool                                    bPlayMontage                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            FailedReason                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerPawn::UnableToPerformAction(bool bPlayMontage, const struct FGameplayTagContainer& FailedReason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "UnableToPerformAction");

	Params::FortPlayerPawn_UnableToPerformAction Parms{};

	Parms.bPlayMontage = bPlayMontage;
	Parms.FailedReason = std::move(FailedReason);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.UnlockCameraAfterVehicleSeatTransition
// (Final, Native, Public)

void AFortPlayerPawn::UnlockCameraAfterVehicleSeatTransition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "UnlockCameraAfterVehicleSeatTransition");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.UpdateAimbotDetectionStatus
// (Final, Native, Private)

void AFortPlayerPawn::UpdateAimbotDetectionStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "UpdateAimbotDetectionStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.VerifySkydivingMatchesServer
// (Final, Native, Protected)

void AFortPlayerPawn::VerifySkydivingMatchesServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "VerifySkydivingMatchesServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.CanShootFromVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::CanShootFromVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "CanShootFromVehicle");

	Params::FortPlayerPawn_CanShootFromVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.CanUseInventoryAsDriver
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::CanUseInventoryAsDriver() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "CanUseInventoryAsDriver");

	Params::FortPlayerPawn_CanUseInventoryAsDriver Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.DontCrossArms
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::DontCrossArms() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "DontCrossArms");

	Params::FortPlayerPawn_DontCrossArms Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetBaseAimPitchQuantized
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawn::GetBaseAimPitchQuantized() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetBaseAimPitchQuantized");

	Params::FortPlayerPawn_GetBaseAimPitchQuantized Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetCharacterBodyType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomBodyType                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCustomBodyType AFortPlayerPawn::GetCharacterBodyType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetCharacterBodyType");

	Params::FortPlayerPawn_GetCharacterBodyType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetCharacterGender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomGender                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCustomGender AFortPlayerPawn::GetCharacterGender() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetCharacterGender");

	Params::FortPlayerPawn_GetCharacterGender Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetExtraLives
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerPawn::GetExtraLives() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetExtraLives");

	Params::FortPlayerPawn_GetExtraLives Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetFrontendAnimMontageIdleOverride
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAnimMontage* AFortPlayerPawn::GetFrontendAnimMontageIdleOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetFrontendAnimMontageIdleOverride");

	Params::FortPlayerPawn_GetFrontendAnimMontageIdleOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetGender
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    IsMale                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    IsFemale                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::GetGender(bool* IsMale, bool* IsFemale) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetGender");

	Params::FortPlayerPawn_GetGender Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (IsMale != nullptr)
		*IsMale = Parms.IsMale;

	if (IsFemale != nullptr)
		*IsFemale = Parms.IsFemale;
}


// Function FortniteGame.FortPlayerPawn.GetHomeActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortPlayerPawn::GetHomeActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetHomeActor");

	Params::FortPlayerPawn_GetHomeActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetIsSlopeSliding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::GetIsSlopeSliding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetIsSlopeSliding");

	Params::FortPlayerPawn_GetIsSlopeSliding Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetMaxStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawn::GetMaxStamina() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetMaxStamina");

	Params::FortPlayerPawn_GetMaxStamina Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetNumActiveBalloons
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerPawn::GetNumActiveBalloons() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetNumActiveBalloons");

	Params::FortPlayerPawn_GetNumActiveBalloons Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetPawnLOD
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerPawn::GetPawnLOD() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetPawnLOD");

	Params::FortPlayerPawn_GetPawnLOD Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetPawnRawBudgetValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerPawn::GetPawnRawBudgetValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetPawnRawBudgetValue");

	Params::FortPlayerPawn_GetPawnRawBudgetValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetPendingSkydiveLaunch
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::GetPendingSkydiveLaunch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetPendingSkydiveLaunch");

	Params::FortPlayerPawn_GetPendingSkydiveLaunch Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetSimulatedAttributeValue
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayAttribute               Attribute                                              (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultValue                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawn::GetSimulatedAttributeValue(const struct FGameplayAttribute& Attribute, const float DefaultValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetSimulatedAttributeValue");

	Params::FortPlayerPawn_GetSimulatedAttributeValue Parms{};

	Parms.Attribute = std::move(Attribute);
	Parms.DefaultValue = DefaultValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetSkeletalMeshForPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomPartType                     PartType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* AFortPlayerPawn::GetSkeletalMeshForPartType(EFortCustomPartType PartType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetSkeletalMeshForPartType");

	Params::FortPlayerPawn_GetSkeletalMeshForPartType Parms{};

	Parms.PartType = PartType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetSlopeSlidingAngles
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   LocalPitch                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LocalRoll                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::GetSlopeSlidingAngles(float* LocalPitch, float* LocalRoll) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetSlopeSlidingAngles");

	Params::FortPlayerPawn_GetSlopeSlidingAngles Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LocalPitch != nullptr)
		*LocalPitch = Parms.LocalPitch;

	if (LocalRoll != nullptr)
		*LocalRoll = Parms.LocalRoll;
}


// Function FortniteGame.FortPlayerPawn.GetSlopeSlidingNormal
// (Final, Native, Protected, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortPlayerPawn::GetSlopeSlidingNormal() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetSlopeSlidingNormal");

	Params::FortPlayerPawn_GetSlopeSlidingNormal Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetStamina
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawn::GetStamina() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetStamina");

	Params::FortPlayerPawn_GetStamina Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetStasisMode
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortPawnStasisMode                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortPawnStasisMode AFortPlayerPawn::GetStasisMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetStasisMode");

	Params::FortPlayerPawn_GetStasisMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortAthenaVehicle*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAthenaVehicle* AFortPlayerPawn::GetVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetVehicle");

	Params::FortPlayerPawn_GetVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.GetVehicleSeatIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// uint8                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

uint8 AFortPlayerPawn::GetVehicleSeatIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "GetVehicleSeatIndex");

	Params::FortPlayerPawn_GetVehicleSeatIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.HasControlledRCPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::HasControlledRCPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "HasControlledRCPawn");

	Params::FortPlayerPawn_HasControlledRCPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.HasRecentlyExitedZiplineFromJumping
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::HasRecentlyExitedZiplineFromJumping() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "HasRecentlyExitedZiplineFromJumping");

	Params::FortPlayerPawn_HasRecentlyExitedZiplineFromJumping Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsActivelySkydiving
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsActivelySkydiving() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsActivelySkydiving");

	Params::FortPlayerPawn_IsActivelySkydiving Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsActivelySkydivingUpInVortex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsActivelySkydivingUpInVortex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsActivelySkydivingUpInVortex");

	Params::FortPlayerPawn_IsActivelySkydivingUpInVortex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsActivelyStrafingInAir
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsActivelyStrafingInAir() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsActivelyStrafingInAir");

	Params::FortPlayerPawn_IsActivelyStrafingInAir Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsDrivingInteractBlockingVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsDrivingInteractBlockingVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsDrivingInteractBlockingVehicle");

	Params::FortPlayerPawn_IsDrivingInteractBlockingVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsDrivingVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsDrivingVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsDrivingVehicle");

	Params::FortPlayerPawn_IsDrivingVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsInCharacterCustomization
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsInCharacterCustomization() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsInCharacterCustomization");

	Params::FortPlayerPawn_IsInCharacterCustomization Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsInInteractBlockingVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsInInteractBlockingVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsInInteractBlockingVehicle");

	Params::FortPlayerPawn_IsInInteractBlockingVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsInSlipperyMovement
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsInSlipperyMovement() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsInSlipperyMovement");

	Params::FortPlayerPawn_IsInSlipperyMovement Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsInVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsInVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsInVehicle");

	Params::FortPlayerPawn_IsInVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsInVortex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsInVortex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsInVortex");

	Params::FortPlayerPawn_IsInVortex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsOperatingTurret
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsOperatingTurret() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsOperatingTurret");

	Params::FortPlayerPawn_IsOperatingTurret Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsParachuteForcedOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsParachuteForcedOpen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsParachuteForcedOpen");

	Params::FortPlayerPawn_IsParachuteForcedOpen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsParachuteOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsParachuteOpen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsParachuteOpen");

	Params::FortPlayerPawn_IsParachuteOpen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsPassivelySkydiving
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsPassivelySkydiving() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsPassivelySkydiving");

	Params::FortPlayerPawn_IsPassivelySkydiving Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsSkydiving
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsSkydiving() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsSkydiving");

	Params::FortPlayerPawn_IsSkydiving Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsSkydivingFromBus
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsSkydivingFromBus() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsSkydivingFromBus");

	Params::FortPlayerPawn_IsSkydivingFromBus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsSkydivingFromLaunchPad
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsSkydivingFromLaunchPad() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsSkydivingFromLaunchPad");

	Params::FortPlayerPawn_IsSkydivingFromLaunchPad Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsSprinting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsSprinting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsSprinting");

	Params::FortPlayerPawn_IsSprinting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsUsingPersonalVehicle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsUsingPersonalVehicle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsUsingPersonalVehicle");

	Params::FortPlayerPawn_IsUsingPersonalVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.IsUsingUmbrella
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::IsUsingUmbrella() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "IsUsingUmbrella");

	Params::FortPlayerPawn_IsUsingUmbrella Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.ListCharacterParts
// (Final, Exec, Native, Private, Const)
// Parameters:
// class FString                           GenderAndOrPartString                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawn::ListCharacterParts(const class FString& GenderAndOrPartString) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ListCharacterParts");

	Params::FortPlayerPawn_ListCharacterParts Parms{};

	Parms.GenderAndOrPartString = std::move(GenderAndOrPartString);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawn.ShouldDriverHaveReticle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawn::ShouldDriverHaveReticle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "ShouldDriverHaveReticle");

	Params::FortPlayerPawn_ShouldDriverHaveReticle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawn.TimeFromJumpApex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawn::TimeFromJumpApex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawn", "TimeFromJumpApex");

	Params::FortPlayerPawn_TimeFromJumpApex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateBase.GetStormShield
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMissionStormShield*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMissionStormShield* AFortGameStateBase::GetStormShield()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBase", "GetStormShield");

	Params::FortGameStateBase_GetStormShield Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateBase.OnRep_StormShield
// (Final, Native, Protected)

void AFortGameStateBase::OnRep_StormShield()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBase", "OnRep_StormShield");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateBase.OnRep_TimeOfDayManager
// (Final, Native, Protected)

void AFortGameStateBase::OnRep_TimeOfDayManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBase", "OnRep_TimeOfDayManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateBase.GetTimeOfDayManager
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortTimeOfDayManager*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTimeOfDayManager* AFortGameStateBase::GetTimeOfDayManager() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBase", "GetTimeOfDayManager");

	Params::FortGameStateBase_GetTimeOfDayManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameState.Client_InitiateEndOfDayRecap
// (Net, NetReliable, Native, Event, NetMulticast, Public)
// Parameters:
// struct FEndOfDayRecap                   EndOfDayRecap                                          (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameState::Client_InitiateEndOfDayRecap(const struct FEndOfDayRecap& EndOfDayRecap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "Client_InitiateEndOfDayRecap");

	Params::FortGameState_Client_InitiateEndOfDayRecap Parms{};

	Parms.EndOfDayRecap = std::move(EndOfDayRecap);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.Client_RefreshEventCalendar
// (Net, NetReliable, Native, Event, NetMulticast, Protected)

void AFortGameState::Client_RefreshEventCalendar()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "Client_RefreshEventCalendar");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.DbgBoxSendToAllInternal_DoNotCall
// (Net, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// struct FVector                          Center                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Extent                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::DbgBoxSendToAllInternal_DoNotCall(const struct FVector& Center, const struct FVector& Extent, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "DbgBoxSendToAllInternal_DoNotCall");

	Params::FortGameState_DbgBoxSendToAllInternal_DoNotCall Parms{};

	Parms.Center = std::move(Center);
	Parms.Extent = std::move(Extent);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.DbgCapsuleSendToAllInternal_DoNotCall
// (Net, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// struct FVector                          Center                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   HalfHeight                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FQuat                            Rotation                                               (ConstParm, Parm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::DbgCapsuleSendToAllInternal_DoNotCall(const struct FVector& Center, float HalfHeight, float Radius, const struct FQuat& Rotation, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "DbgCapsuleSendToAllInternal_DoNotCall");

	Params::FortGameState_DbgCapsuleSendToAllInternal_DoNotCall Parms{};

	Parms.Center = std::move(Center);
	Parms.HalfHeight = HalfHeight;
	Parms.Radius = Radius;
	Parms.Rotation = std::move(Rotation);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.DbgLineSendToAllInternal_DoNotCall
// (Net, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// struct FVector                          LineStart                                              (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          LineEnd                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::DbgLineSendToAllInternal_DoNotCall(const struct FVector& LineStart, const struct FVector& LineEnd, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "DbgLineSendToAllInternal_DoNotCall");

	Params::FortGameState_DbgLineSendToAllInternal_DoNotCall Parms{};

	Parms.LineStart = std::move(LineStart);
	Parms.LineEnd = std::move(LineEnd);
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.DbgSphereSendToAllInternal_DoNotCall
// (Net, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// struct FVector                          Center                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Segments                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FColor                           Color                                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistentLines                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   DepthPriority                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::DbgSphereSendToAllInternal_DoNotCall(const struct FVector& Center, float Radius, int32 Segments, const struct FColor& Color, bool bPersistentLines, float LifeTime, uint8 DepthPriority, float Thickness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "DbgSphereSendToAllInternal_DoNotCall");

	Params::FortGameState_DbgSphereSendToAllInternal_DoNotCall Parms{};

	Parms.Center = std::move(Center);
	Parms.Radius = Radius;
	Parms.Segments = Segments;
	Parms.Color = std::move(Color);
	Parms.bPersistentLines = bPersistentLines;
	Parms.LifeTime = LifeTime;
	Parms.DepthPriority = DepthPriority;
	Parms.Thickness = Thickness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.DemoEndOfDayRecap
// (Final, Exec, Native, Public)

void AFortGameState::DemoEndOfDayRecap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "DemoEndOfDayRecap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnFinishedStreamingAdditionalPlaylistLevel
// (Final, Native, Public)

void AFortGameState::OnFinishedStreamingAdditionalPlaylistLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnFinishedStreamingAdditionalPlaylistLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_AdditionalPlaylistLevelsStreamed
// (Final, Native, Public)

void AFortGameState::OnRep_AdditionalPlaylistLevelsStreamed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_AdditionalPlaylistLevelsStreamed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_AnnouncementManager
// (Final, Native, Protected)

void AFortGameState::OnRep_AnnouncementManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_AnnouncementManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_CurrentWUID
// (Native, Protected)

void AFortGameState::OnRep_CurrentWUID()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_CurrentWUID");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_FeedbackManager
// (Final, Native, Protected)

void AFortGameState::OnRep_FeedbackManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_FeedbackManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_GameplayState
// (Native, Protected)

void AFortGameState::OnRep_GameplayState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_GameplayState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_GameSessionID
// (Native, Protected)

void AFortGameState::OnRep_GameSessionID()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_GameSessionID");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_MissionManager
// (Final, Native, Protected)

void AFortGameState::OnRep_MissionManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_MissionManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_MusicManagerBank
// (Final, Native, Protected)

void AFortGameState::OnRep_MusicManagerBank()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_MusicManagerBank");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_MusicManagerSubclass
// (Final, Native, Protected)

void AFortGameState::OnRep_MusicManagerSubclass()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_MusicManagerSubclass");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_PawnForReplayRelevancy
// (Final, Native, Protected)
// Parameters:
// class AFortPawn*                        OldPawnForReplayRelevancy                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::OnRep_PawnForReplayRelevancy(class AFortPawn* OldPawnForReplayRelevancy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_PawnForReplayRelevancy");

	Params::FortGameState_OnRep_PawnForReplayRelevancy Parms{};

	Parms.OldPawnForReplayRelevancy = OldPawnForReplayRelevancy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_Teams
// (Final, Native, Public)

void AFortGameState::OnRep_Teams()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_Teams");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_WorldDaysElapsed
// (Final, Native, Protected)

void AFortGameState::OnRep_WorldDaysElapsed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_WorldDaysElapsed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.OnRep_WorldManager
// (Native, Protected)

void AFortGameState::OnRep_WorldManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "OnRep_WorldManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.RunPerfMemCheatScript
// (Net, NetReliable, Native, Event, NetMulticast, Public)
// Parameters:
// bool                                    bStartStatFiles                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::RunPerfMemCheatScript(bool bStartStatFiles)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "RunPerfMemCheatScript");

	Params::FortGameState_RunPerfMemCheatScript Parms{};

	Parms.bStartStatFiles = bStartStatFiles;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.SetPlayerSpawningBlocked_Temporarily
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bBlock                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameState::SetPlayerSpawningBlocked_Temporarily(bool bBlock)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "SetPlayerSpawningBlocked_Temporarily");

	Params::FortGameState_SetPlayerSpawningBlocked_Temporarily Parms{};

	Parms.bBlock = bBlock;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameState.GetGameplayState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortGameplayState                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortGameplayState AFortGameState::GetGameplayState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "GetGameplayState");

	Params::FortGameState_GetGameplayState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameState.GetPlayerSpawningBlocked_Temporarily
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameState::GetPlayerSpawningBlocked_Temporarily() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "GetPlayerSpawningBlocked_Temporarily");

	Params::FortGameState_GetPlayerSpawningBlocked_Temporarily Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameState.GetWorldDaysElapsed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameState::GetWorldDaysElapsed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameState", "GetWorldDaysElapsed");

	Params::FortGameState_GetWorldDaysElapsed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoTool.ClientDestroyDecoPreview
// (Net, NetReliable, Native, Event, Protected, NetClient)

void AFortDecoTool::ClientDestroyDecoPreview()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "ClientDestroyDecoPreview");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoTool.OnCarriedActorDestroyed
// (Final, Native, Private)
// Parameters:
// class AActor*                           DestroyedActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoTool::OnCarriedActorDestroyed(class AActor* DestroyedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "OnCarriedActorDestroyed");

	Params::FortDecoTool_OnCarriedActorDestroyed Parms{};

	Parms.DestroyedActor = DestroyedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoTool.OnRep_CarriedActor
// (Final, Native, Protected)
// Parameters:
// class AActor*                           OldCarriedActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoTool::OnRep_CarriedActor(class AActor* OldCarriedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "OnRep_CarriedActor");

	Params::FortDecoTool_OnRep_CarriedActor Parms{};

	Parms.OldCarriedActor = OldCarriedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoTool.OnRep_ItemDefinition
// (Final, Native, Protected)

void AFortDecoTool::OnRep_ItemDefinition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "OnRep_ItemDefinition");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoTool.ServerCreateBuildingAndSpawnDeco
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// EBuildingAttachmentType                 InBuildingAttachmentType                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoTool::ServerCreateBuildingAndSpawnDeco(const struct FVector& Location, const struct FRotator& Rotation, EBuildingAttachmentType InBuildingAttachmentType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "ServerCreateBuildingAndSpawnDeco");

	Params::FortDecoTool_ServerCreateBuildingAndSpawnDeco Parms{};

	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.InBuildingAttachmentType = InBuildingAttachmentType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoTool.ServerSpawnDeco
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 AttachedActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EBuildingAttachmentType                 InBuildingAttachmentType                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDecoTool::ServerSpawnDeco(const struct FVector& Location, const struct FRotator& Rotation, class ABuildingSMActor* AttachedActor, EBuildingAttachmentType InBuildingAttachmentType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoTool", "ServerSpawnDeco");

	Params::FortDecoTool_ServerSpawnDeco Parms{};

	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.AttachedActor = AttachedActor;
	Parms.InBuildingAttachmentType = InBuildingAttachmentType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractComplete
// (Native, Public)

void UBuildingEditModeSupport::OnSuccessfulMatchInteractComplete()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractComplete");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingEditModeSupport.OnSuccessfulMatchInteractParamUpdate
// (Native, Public)
// Parameters:
// float                                   NewInteractParamVal                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingEditModeSupport::OnSuccessfulMatchInteractParamUpdate(float NewInteractParamVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingEditModeSupport", "OnSuccessfulMatchInteractParamUpdate");

	Params::BuildingEditModeSupport_OnSuccessfulMatchInteractParamUpdate Parms{};

	Parms.NewInteractParamVal = NewInteractParamVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopAllInputModes
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopAllInputModes(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopAllInputModes");

	Params::FortObjectMoverInputComponent_PopAllInputModes Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopCreativeMoveToolEquippedInputComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopCreativeMoveToolEquippedInputComponent(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopCreativeMoveToolEquippedInputComponent");

	Params::FortObjectMoverInputComponent_PopCreativeMoveToolEquippedInputComponent Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopMoveBuildingsOnGridInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopMoveBuildingsOnGridInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopMoveBuildingsOnGridInputMode");

	Params::FortObjectMoverInputComponent_PopMoveBuildingsOnGridInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopMoveObjectsFreelyInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopMoveObjectsFreelyInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopMoveObjectsFreelyInputMode");

	Params::FortObjectMoverInputComponent_PopMoveObjectsFreelyInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopPlaysetPreviewInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopPlaysetPreviewInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopPlaysetPreviewInputMode");

	Params::FortObjectMoverInputComponent_PopPlaysetPreviewInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopRotationInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopRotationInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopRotationInputMode");

	Params::FortObjectMoverInputComponent_PopRotationInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopScaleInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopScaleInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopScaleInputMode");

	Params::FortObjectMoverInputComponent_PopScaleInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PopTranslationInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PopTranslationInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PopTranslationInputMode");

	Params::FortObjectMoverInputComponent_PopTranslationInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushCreativeMoveToolEquippedInputComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushCreativeMoveToolEquippedInputComponent(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushCreativeMoveToolEquippedInputComponent");

	Params::FortObjectMoverInputComponent_PushCreativeMoveToolEquippedInputComponent Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushMoveBuildingsOnGridInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushMoveBuildingsOnGridInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushMoveBuildingsOnGridInputMode");

	Params::FortObjectMoverInputComponent_PushMoveBuildingsOnGridInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushMoveObjectsFreelyInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushMoveObjectsFreelyInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushMoveObjectsFreelyInputMode");

	Params::FortObjectMoverInputComponent_PushMoveObjectsFreelyInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushPlaysetPreviewInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushPlaysetPreviewInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushPlaysetPreviewInputMode");

	Params::FortObjectMoverInputComponent_PushPlaysetPreviewInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushRotationInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushRotationInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushRotationInputMode");

	Params::FortObjectMoverInputComponent_PushRotationInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushScaleInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushScaleInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushScaleInputMode");

	Params::FortObjectMoverInputComponent_PushScaleInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectMoverInputComponent.PushTranslationInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectMoverInputComponent::PushTranslationInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectMoverInputComponent", "PushTranslationInputMode");

	Params::FortObjectMoverInputComponent_PushTranslationInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTooltipContext.SpawnTooltipContext
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortTooltipContext*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContext()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContext");

	Params::FortTooltipContext_SpawnTooltipContext Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltipContext.SpawnTooltipContextWithNetID
// (Final, BlueprintCosmetic, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContextWithNetID(class UObject* WorldContextObject, const struct FUniqueNetIdRepl& UniqueId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContextWithNetID");

	Params::FortTooltipContext_SpawnTooltipContextWithNetID Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.UniqueId = std::move(UniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltipContext.SpawnTooltipContextWithSource
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                SourcePlayerController                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipContext* UFortTooltipContext::SpawnTooltipContextWithSource(class APlayerController* SourcePlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTooltipContext", "SpawnTooltipContextWithSource");

	Params::FortTooltipContext_SpawnTooltipContextWithSource Parms{};

	Parms.SourcePlayerController = SourcePlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponentTooltipContext.SpawnAbilitySystemTooltipContext
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortAbilitySystemComponentTooltipContext*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilitySystemComponentTooltipContext* UFortAbilitySystemComponentTooltipContext::SpawnAbilitySystemTooltipContext()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilitySystemComponentTooltipContext", "SpawnAbilitySystemTooltipContext");

	Params::FortAbilitySystemComponentTooltipContext_SpawnAbilitySystemTooltipContext Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponentTooltipContext.SpawnAbilitySystemTooltipContextFromOtherContext
// (Final, BlueprintCosmetic, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortTooltipContext*              OtherContext                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilitySystemComponentTooltipContext*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilitySystemComponentTooltipContext* UFortAbilitySystemComponentTooltipContext::SpawnAbilitySystemTooltipContextFromOtherContext(const class UFortTooltipContext* OtherContext)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilitySystemComponentTooltipContext", "SpawnAbilitySystemTooltipContextFromOtherContext");

	Params::FortAbilitySystemComponentTooltipContext_SpawnAbilitySystemTooltipContextFromOtherContext Parms{};

	Parms.OtherContext = OtherContext;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayModifierItemDefinition.IsHiddenInUI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayModifierItemDefinition::IsHiddenInUI() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayModifierItemDefinition", "IsHiddenInUI");

	Params::FortGameplayModifierItemDefinition_IsHiddenInUI Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectAttachedEvent
// (Native, Event, Public, BlueprintEvent)

void ABuildingFlagSpawn::OnCarriedObjectAttachedEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectAttachedEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFlagSpawn.OnCarriedObjectDetachedEvent
// (Native, Event, Public, BlueprintEvent)

void ABuildingFlagSpawn::OnCarriedObjectDetachedEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFlagSpawn", "OnCarriedObjectDetachedEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFlagSpawn.SpawnCarriedObject
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingFlagSpawn::SpawnCarriedObject()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFlagSpawn", "SpawnCarriedObject");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFlagSpawn.IsSpawnedObjectAwayFromBase
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFlagSpawn::IsSpawnedObjectAwayFromBase() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFlagSpawn", "IsSpawnedObjectAwayFromBase");

	Params::BuildingFlagSpawn_IsSpawnedObjectAwayFromBase Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFloor.IsBalcony
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFloor::IsBalcony() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFloor", "IsBalcony");

	Params::BuildingFloor_IsBalcony Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponent.BP_BlockAbilitiesWithTags
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            Tags                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortAbilitySystemComponent::BP_BlockAbilitiesWithTags(const struct FGameplayTagContainer& Tags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "BP_BlockAbilitiesWithTags");

	Params::FortAbilitySystemComponent_BP_BlockAbilitiesWithTags Parms{};

	Parms.Tags = std::move(Tags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.BP_UnBlockAbilitiesWithTags
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            Tags                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortAbilitySystemComponent::BP_UnBlockAbilitiesWithTags(const struct FGameplayTagContainer& Tags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "BP_UnBlockAbilitiesWithTags");

	Params::FortAbilitySystemComponent_BP_UnBlockAbilitiesWithTags Parms{};

	Parms.Tags = std::move(Tags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.NetMulticast_RefreshActiveGameplayEffectCueEvents
// (Net, Native, Event, NetMulticast, Public)

void UFortAbilitySystemComponent::NetMulticast_RefreshActiveGameplayEffectCueEvents()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "NetMulticast_RefreshActiveGameplayEffectCueEvents");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.OnRep_SharedAnim
// (Final, Native, Protected)

void UFortAbilitySystemComponent::OnRep_SharedAnim()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "OnRep_SharedAnim");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.SetLandingMontageReplication
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UAnimMontage*                     Montage1                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Section1                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     Montage2                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             Section2                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilitySystemComponent::SetLandingMontageReplication(class UAnimMontage* Montage1, class FName Section1, class UAnimMontage* Montage2, class FName Section2)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "SetLandingMontageReplication");

	Params::FortAbilitySystemComponent_SetLandingMontageReplication Parms{};

	Parms.Montage1 = Montage1;
	Parms.Section1 = Section1;
	Parms.Montage2 = Montage2;
	Parms.Section2 = Section2;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.SetSharedAnimState
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// EFortSharedAnimationState               State                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilitySystemComponent::SetSharedAnimState(EFortSharedAnimationState State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "SetSharedAnimState");

	Params::FortAbilitySystemComponent_SetSharedAnimState Parms{};

	Parms.State = State;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.SetSharedAnimStateWithMontage
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// EFortSharedAnimationState               State                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilitySystemComponent::SetSharedAnimStateWithMontage(EFortSharedAnimationState State, class UAnimMontage* Montage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "SetSharedAnimStateWithMontage");

	Params::FortAbilitySystemComponent_SetSharedAnimStateWithMontage Parms{};

	Parms.State = State;
	Parms.Montage = Montage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilitySystemComponent.CanActivateAbilityWithMatchingTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            GameplayAbilityTags                                    (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAbilitySystemComponent::CanActivateAbilityWithMatchingTag(const struct FGameplayTagContainer& GameplayAbilityTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "CanActivateAbilityWithMatchingTag");

	Params::FortAbilitySystemComponent_CanActivateAbilityWithMatchingTag Parms{};

	Parms.GameplayAbilityTags = std::move(GameplayAbilityTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponent.FindAttributeInformation
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           AttributeName                                          (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAttributeInfo                   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FAttributeInfo UFortAbilitySystemComponent::FindAttributeInformation(const class FString& AttributeName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "FindAttributeInformation");

	Params::FortAbilitySystemComponent_FindAttributeInformation Parms{};

	Parms.AttributeName = std::move(AttributeName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponent.GetAttributeMagnitude
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FAttributeInfo                   Info                                                   (ConstParm, Parm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortAbilitySystemComponent::GetAttributeMagnitude(const struct FAttributeInfo& Info) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "GetAttributeMagnitude");

	Params::FortAbilitySystemComponent_GetAttributeMagnitude Parms{};

	Parms.Info = std::move(Info);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemComponent.HasActiveAbilityWithAnyMatchingTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            Tags                                                   (Parm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAbilitySystemComponent::HasActiveAbilityWithAnyMatchingTag(const struct FGameplayTagContainer& Tags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilitySystemComponent", "HasActiveAbilityWithAnyMatchingTag");

	Params::FortAbilitySystemComponent_HasActiveAbilityWithAnyMatchingTag Parms{};

	Parms.Tags = std::move(Tags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.AttemptSelectFOBCore
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortFOBCoreDecoItemDefinition*   DefToSelect                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::AttemptSelectFOBCore(class UFortFOBCoreDecoItemDefinition* DefToSelect)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "AttemptSelectFOBCore");

	Params::BuildingFOBConfigActor_AttemptSelectFOBCore Parms{};

	Parms.DefToSelect = DefToSelect;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.OnCoreInitialized
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class ABuildingFOBCoreActor*            InitializedCore                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBConfigActor::OnCoreInitialized(class ABuildingFOBCoreActor* InitializedCore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnCoreInitialized");

	Params::BuildingFOBConfigActor_OnCoreInitialized Parms{};

	Parms.InitializedCore = InitializedCore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnFinalizationFXMulticast
// (Net, Native, Event, NetMulticast, Protected)

void ABuildingFOBConfigActor::OnFinalizationFXMulticast()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnFinalizationFXMulticast");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnFinalizationPlayFX
// (Event, Protected, BlueprintEvent)

void ABuildingFOBConfigActor::OnFinalizationPlayFX()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnFinalizationPlayFX");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingFOBConfigActor.OnFinalized
// (Native, Event, Protected, BlueprintEvent)

void ABuildingFOBConfigActor::OnFinalized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnFinalized");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnFOBModeSet
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// EFOBMode                                ModeThatWasSet                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBConfigActor::OnFOBModeSet(EFOBMode ModeThatWasSet)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnFOBModeSet");

	Params::BuildingFOBConfigActor_OnFOBModeSet Parms{};

	Parms.ModeThatWasSet = ModeThatWasSet;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnIOOperationCompleteMulticast
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// EFOBIOStatus                            IOOperation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSuccess                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFOBCoreDecoItemDefinition*   SelectedCoreDef                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBConfigActor::OnIOOperationCompleteMulticast(EFOBIOStatus IOOperation, bool bSuccess, class UFortFOBCoreDecoItemDefinition* SelectedCoreDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnIOOperationCompleteMulticast");

	Params::BuildingFOBConfigActor_OnIOOperationCompleteMulticast Parms{};

	Parms.IOOperation = IOOperation;
	Parms.bSuccess = bSuccess;
	Parms.SelectedCoreDef = SelectedCoreDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnRep_bFinalized
// (Native, Protected)

void ABuildingFOBConfigActor::OnRep_bFinalized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnRep_bFinalized");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.OnRep_FOBMode
// (Native, Protected)

void ABuildingFOBConfigActor::OnRep_FOBMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "OnRep_FOBMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBConfigActor.ReloadFOB
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::ReloadFOB()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "ReloadFOB");

	Params::BuildingFOBConfigActor_ReloadFOB Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.CanPerformIOOperation
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::CanPerformIOOperation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "CanPerformIOOperation");

	Params::BuildingFOBConfigActor_CanPerformIOOperation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.CanReloadFOB
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::CanReloadFOB() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "CanReloadFOB");

	Params::BuildingFOBConfigActor_CanReloadFOB Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.CanSaveFOB
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::CanSaveFOB() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "CanSaveFOB");

	Params::BuildingFOBConfigActor_CanSaveFOB Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.GetAllCoreChoices
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFOBCoreChoice>           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFOBCoreChoice> ABuildingFOBConfigActor::GetAllCoreChoices() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "GetAllCoreChoices");

	Params::BuildingFOBConfigActor_GetAllCoreChoices Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.GetFOBMode
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFOBMode                                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFOBMode ABuildingFOBConfigActor::GetFOBMode() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "GetFOBMode");

	Params::BuildingFOBConfigActor_GetFOBMode Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.GetSelectedFOBCoreItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortFOBCoreDecoItemDefinition*   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortFOBCoreDecoItemDefinition* ABuildingFOBConfigActor::GetSelectedFOBCoreItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "GetSelectedFOBCoreItemDefinition");

	Params::BuildingFOBConfigActor_GetSelectedFOBCoreItemDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.IsBuildingActorWithinFOB
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingActor*                   ActorToCheck                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::IsBuildingActorWithinFOB(class ABuildingActor* ActorToCheck) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "IsBuildingActorWithinFOB");

	Params::BuildingFOBConfigActor_IsBuildingActorWithinFOB Parms{};

	Parms.ActorToCheck = ActorToCheck;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.IsFinalized
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::IsFinalized() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "IsFinalized");

	Params::BuildingFOBConfigActor_IsFinalized Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.IsInitialized
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::IsInitialized() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "IsInitialized");

	Params::BuildingFOBConfigActor_IsInitialized Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBConfigActor.IsPlayerControllerFOBOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBConfigActor::IsPlayerControllerFOBOwner(const class AFortPlayerController* FortPC) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBConfigActor", "IsPlayerControllerFOBOwner");

	Params::BuildingFOBConfigActor_IsPlayerControllerFOBOwner Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBCoreActor.MarkTargetable
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingFOBCoreActor::MarkTargetable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "MarkTargetable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.MarkVulnerable
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingFOBCoreActor::MarkVulnerable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "MarkVulnerable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnActiveStatusChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewActiveStatus                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBCoreActor::OnActiveStatusChanged(bool bNewActiveStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnActiveStatusChanged");

	Params::BuildingFOBCoreActor_OnActiveStatusChanged Parms{};

	Parms.bNewActiveStatus = bNewActiveStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnRep_bActive
// (Native, Protected)

void ABuildingFOBCoreActor::OnRep_bActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnRep_bActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnRep_bTargetable
// (Native, Protected)

void ABuildingFOBCoreActor::OnRep_bTargetable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnRep_bTargetable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnRep_bVulnerable
// (Native, Protected)

void ABuildingFOBCoreActor::OnRep_bVulnerable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnRep_bVulnerable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnTargetableStatusChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewTargetableStatus                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBCoreActor::OnTargetableStatusChanged(bool bNewTargetableStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnTargetableStatusChanged");

	Params::BuildingFOBCoreActor_OnTargetableStatusChanged Parms{};

	Parms.bNewTargetableStatus = bNewTargetableStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.OnVulnerableStatusChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewTargetableStatus                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBCoreActor::OnVulnerableStatusChanged(bool bNewTargetableStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "OnVulnerableStatusChanged");

	Params::BuildingFOBCoreActor_OnVulnerableStatusChanged Parms{};

	Parms.bNewTargetableStatus = bNewTargetableStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFOBCoreActor.GetFOBBoundsBoxOverlappedActors
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class ABuildingSMActor*>         OverlappedActors                                       (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    bSortByDistanceFromCore                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFOBCoreActor::GetFOBBoundsBoxOverlappedActors(TArray<class ABuildingSMActor*>* OverlappedActors, bool bSortByDistanceFromCore) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "GetFOBBoundsBoxOverlappedActors");

	Params::BuildingFOBCoreActor_GetFOBBoundsBoxOverlappedActors Parms{};

	Parms.bSortByDistanceFromCore = bSortByDistanceFromCore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OverlappedActors != nullptr)
		*OverlappedActors = std::move(Parms.OverlappedActors);
}


// Function FortniteGame.BuildingFOBCoreActor.GetFOBBoundsCenterAndExtents
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          OutCenter                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutExtents                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBCoreActor::GetFOBBoundsCenterAndExtents(struct FVector* OutCenter, struct FVector* OutExtents) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "GetFOBBoundsCenterAndExtents");

	Params::BuildingFOBCoreActor_GetFOBBoundsCenterAndExtents Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCenter != nullptr)
		*OutCenter = std::move(Parms.OutCenter);

	if (OutExtents != nullptr)
		*OutExtents = std::move(Parms.OutExtents);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBCoreActor.GetSimpleDeathFXTransform
// (Native, Event, Protected, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ABuildingFOBCoreActor::GetSimpleDeathFXTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "GetSimpleDeathFXTransform");

	Params::BuildingFOBCoreActor_GetSimpleDeathFXTransform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBCoreActor.IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBCoreActor::IsActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "IsActive");

	Params::BuildingFOBCoreActor_IsActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBCoreActor.IsActorWithinFOBBounds
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFOBCoreActor::IsActorWithinFOBBounds(class AActor* Actor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreActor", "IsActorWithinFOBBounds");

	Params::BuildingFOBCoreActor_IsActorWithinFOBBounds Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCreativePortalManager.GetCreativePortalManager
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortCreativePortalManager*       OutCreativePortalManager                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECreativePortalManagerValidityResult    OutIsValid                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativePortalManager::GetCreativePortalManager(const class UObject* WorldContextObject, class AFortCreativePortalManager** OutCreativePortalManager, ECreativePortalManagerValidityResult* OutIsValid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCreativePortalManager", "GetCreativePortalManager");

	Params::FortCreativePortalManager_GetCreativePortalManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCreativePortalManager != nullptr)
		*OutCreativePortalManager = Parms.OutCreativePortalManager;

	if (OutIsValid != nullptr)
		*OutIsValid = Parms.OutIsValid;
}


// Function FortniteGame.FortCreativePortalManager.MarkPortalUsed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaCreativePortal*        PortalUsed                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativePortalManager::MarkPortalUsed(class AFortAthenaCreativePortal* PortalUsed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativePortalManager", "MarkPortalUsed");

	Params::FortCreativePortalManager_MarkPortalUsed Parms{};

	Parms.PortalUsed = PortalUsed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativePortalManager.ReleasePortal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaCreativePortal*        PortalToRelease                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativePortalManager::ReleasePortal(class AFortAthenaCreativePortal* PortalToRelease)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativePortalManager", "ReleasePortal");

	Params::FortCreativePortalManager_ReleasePortal Parms{};

	Parms.PortalToRelease = PortalToRelease;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameSettingsBuilding.GetGameDescription
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> AFortMinigameSettingsBuilding::GetGameDescription()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "GetGameDescription");

	Params::FortMinigameSettingsBuilding_GetGameDescription Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameSettingsBuilding.GetGameName
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMinigameSettingsBuilding::GetGameName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "GetGameName");

	Params::FortMinigameSettingsBuilding_GetGameName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameSettingsBuilding.OnLinkedVolumeSet
// (Final, Native, Protected)
// Parameters:
// class AFortVolume*                      PreviousVolume                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      NewVolume                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigameSettingsBuilding::OnLinkedVolumeSet(class AFortVolume* PreviousVolume, class AFortVolume* NewVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "OnLinkedVolumeSet");

	Params::FortMinigameSettingsBuilding_OnLinkedVolumeSet Parms{};

	Parms.PreviousVolume = PreviousVolume;
	Parms.NewVolume = NewVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameSettingsBuilding.OnRep_GameDescriptionData
// (Final, Native, Protected)

void AFortMinigameSettingsBuilding::OnRep_GameDescriptionData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "OnRep_GameDescriptionData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameSettingsBuilding.OnRep_GameNameData
// (Final, Native, Protected)

void AFortMinigameSettingsBuilding::OnRep_GameNameData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "OnRep_GameNameData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameSettingsBuilding.SetGameDescription
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FText                             GameName                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FText>                     GameDescriptionText                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMinigameSettingsBuilding::SetGameDescription(const class FText& GameName, const TArray<class FText>& GameDescriptionText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameSettingsBuilding", "SetGameDescription");

	Params::FortMinigameSettingsBuilding_SetGameDescription Parms{};

	Parms.GameName = std::move(GameName);
	Parms.GameDescriptionText = std::move(GameDescriptionText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovement
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          MovementDirection                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDirectedMovementSpace              MovementSpaceType                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Param_MovementDistance                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MovementDuration                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   IdealDistance                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ModifyZ                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bCancelOnFalling                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovement(class UGameplayAbility* OwningAbility, const struct FVector& MovementDirection, EFortDirectedMovementSpace MovementSpaceType, float Param_MovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool Param_bCancelOnFalling)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovement");

	Params::FortAbilityTask_DirectedMovement_DirectedMovement Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.MovementDirection = std::move(MovementDirection);
	Parms.MovementSpaceType = MovementSpaceType;
	Parms.Param_MovementDistance = Param_MovementDistance;
	Parms.MovementDuration = MovementDuration;
	Parms.IdealDistance = IdealDistance;
	Parms.ModifyZ = ModifyZ;
	Parms.Param_bCancelOnFalling = Param_bCancelOnFalling;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxMovementDistance                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MovementDuration                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   IdealDistance                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ModifyZ                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bCancelOnFalling                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToActor(class UGameplayAbility* OwningAbility, class AActor* TargetActor, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool Param_bCancelOnFalling)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToActor");

	Params::FortAbilityTask_DirectedMovement_DirectedMovementToActor Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TargetActor = TargetActor;
	Parms.MaxMovementDistance = MaxMovementDistance;
	Parms.MovementDuration = MovementDuration;
	Parms.IdealDistance = IdealDistance;
	Parms.ModifyZ = ModifyZ;
	Parms.Param_bCancelOnFalling = Param_bCancelOnFalling;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToComponent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent*                  Param_TargetComponent                                  (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxMovementDistance                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MovementDuration                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   IdealDistance                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ModifyZ                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bCancelOnFalling                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToComponent(class UGameplayAbility* OwningAbility, class USceneComponent* Param_TargetComponent, float MaxMovementDistance, float MovementDuration, float IdealDistance, bool ModifyZ, bool Param_bCancelOnFalling)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToComponent");

	Params::FortAbilityTask_DirectedMovement_DirectedMovementToComponent Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.Param_TargetComponent = Param_TargetComponent;
	Parms.MaxMovementDistance = MaxMovementDistance;
	Parms.MovementDuration = MovementDuration;
	Parms.IdealDistance = IdealDistance;
	Parms.ModifyZ = ModifyZ;
	Parms.Param_bCancelOnFalling = Param_bCancelOnFalling;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_DirectedMovement.DirectedMovementToLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          MovementTargetLocation                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDirectedMovementSpace              MovementSpaceType                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MovementDuration                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CloseEnoughDistance                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ModifyZ                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bCancelOnFalling                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_DirectedMovement*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_DirectedMovement* UFortAbilityTask_DirectedMovement::DirectedMovementToLocation(class UGameplayAbility* OwningAbility, const struct FVector& MovementTargetLocation, EFortDirectedMovementSpace MovementSpaceType, float MovementDuration, float CloseEnoughDistance, bool ModifyZ, bool Param_bCancelOnFalling)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_DirectedMovement", "DirectedMovementToLocation");

	Params::FortAbilityTask_DirectedMovement_DirectedMovementToLocation Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.MovementTargetLocation = std::move(MovementTargetLocation);
	Parms.MovementSpaceType = MovementSpaceType;
	Parms.MovementDuration = MovementDuration;
	Parms.CloseEnoughDistance = CloseEnoughDistance;
	Parms.ModifyZ = ModifyZ;
	Parms.Param_bCancelOnFalling = Param_bCancelOnFalling;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFOBCoreSpawnPad.GetCoreSpawnTransform
// (Native, Event, Public, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ABuildingFOBCoreSpawnPad::GetCoreSpawnTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFOBCoreSpawnPad", "GetCoreSpawnTransform");

	Params::BuildingFOBCoreSpawnPad_GetCoreSpawnTransform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFoundation.EditorOnlyAddAdditionalWorld
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FString                           LevelPackageName                                       (Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFoundation::EditorOnlyAddAdditionalWorld(class FString& LevelPackageName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "EditorOnlyAddAdditionalWorld");

	Params::BuildingFoundation_EditorOnlyAddAdditionalWorld Parms{};

	Parms.LevelPackageName = std::move(LevelPackageName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	LevelPackageName = std::move(Parms.LevelPackageName);
}


// Function FortniteGame.BuildingFoundation.EditorOnlyClearAdditionalWorlds
// (Final, Native, Public, BlueprintCallable)

void ABuildingFoundation::EditorOnlyClearAdditionalWorlds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "EditorOnlyClearAdditionalWorlds");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.EditorOnlyGetAdditionalWorlds
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FString>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FString> ABuildingFoundation::EditorOnlyGetAdditionalWorlds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "EditorOnlyGetAdditionalWorlds");

	Params::BuildingFoundation_EditorOnlyGetAdditionalWorlds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFoundation.EditorOnlyRemoveAdditionalWorld
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FString                           LevelToRemove                                          (Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingFoundation::EditorOnlyRemoveAdditionalWorld(class FString& LevelToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "EditorOnlyRemoveAdditionalWorld");

	Params::BuildingFoundation_EditorOnlyRemoveAdditionalWorld Parms{};

	Parms.LevelToRemove = std::move(LevelToRemove);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	LevelToRemove = std::move(Parms.LevelToRemove);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingFoundation.OnLevelShown
// (Final, Native, Protected)

void ABuildingFoundation::OnLevelShown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnLevelShown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.OnLevelStreamedIn
// (Final, Native, Protected)

void ABuildingFoundation::OnLevelStreamedIn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnLevelStreamedIn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.OnRep_DynamicFoundationTransform
// (Final, Native, Private)

void ABuildingFoundation::OnRep_DynamicFoundationTransform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnRep_DynamicFoundationTransform");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.OnRep_FoundationEnabled
// (Final, Native, Private)

void ABuildingFoundation::OnRep_FoundationEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnRep_FoundationEnabled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.OnRep_LevelToStream
// (Native, Protected)

void ABuildingFoundation::OnRep_LevelToStream()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnRep_LevelToStream");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.OnRep_ServerStreamedInLevel
// (Native, Protected)

void ABuildingFoundation::OnRep_ServerStreamedInLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "OnRep_ServerStreamedInLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.SetDynamicFoundationEnabled
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingFoundation::SetDynamicFoundationEnabled(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "SetDynamicFoundationEnabled");

	Params::BuildingFoundation_SetDynamicFoundationEnabled Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingFoundation.SetDynamicFoundationTransform
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FTransform                       NewTransform                                           (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingFoundation::SetDynamicFoundationTransform(const struct FTransform& NewTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingFoundation", "SetDynamicFoundationTransform");

	Params::BuildingFoundation_SetDynamicFoundationTransform Parms{};

	Parms.NewTransform = std::move(NewTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_CraftingTimeMultiplier
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_CraftingTimeMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_CraftingTimeMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_CraftItemLevelBonusMax
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_CraftItemLevelBonusMax()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_CraftItemLevelBonusMax");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_CraftItemLevelBonusMin
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_CraftItemLevelBonusMin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_CraftItemLevelBonusMin");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_DoubleCraftChance
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_DoubleCraftChance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_DoubleCraftChance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_DoubleItemLootChance
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_DoubleItemLootChance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_DoubleItemLootChance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_DoubleLootRollChance
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_DoubleLootRollChance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_DoubleLootRollChance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ExtraLives
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ExtraLives()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ExtraLives");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_Fortitude_Team
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_Fortitude_Team()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Fortitude_Team");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_HarvestingTool
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_HarvestingTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_HarvestingTool");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ItemMaxStack
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ItemMaxStack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemMaxStack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ItemRegenCooldown
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ItemRegenCooldown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemRegenCooldown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ItemRegenMaxStack
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ItemRegenMaxStack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ItemRegenMaxStack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_MaxStamina
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_MaxStamina()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_MaxStamina");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_Offense_Team
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_Offense_Team()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Offense_Team");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_Resistance_Team
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_Resistance_Team()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Resistance_Team");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ResourceHarvesting
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ResourceHarvesting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ResourceHarvesting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_ResurrectTeammateDuration
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_ResurrectTeammateDuration()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_ResurrectTeammateDuration");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_SprintCost
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_SprintCost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_SprintCost");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_Stamina
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_Stamina()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Stamina");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaCost
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_StaminaCost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaCost");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenDelay
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_StaminaRegenDelay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenDelay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_StaminaRegenRate
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_StaminaRegenRate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_StaminaRegenRate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAttrSet.OnRep_Tech_Team
// (Final, Native, Public)

void UFortPlayerAttrSet::OnRep_Tech_Team()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAttrSet", "OnRep_Tech_Team");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.SetNextMontageSectionAndWait
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     PlayingMontage                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             NextMontageSection                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_SetNextMontageSectionAndWait*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_SetNextMontageSectionAndWait* UFortAbilityTask_SetNextMontageSectionAndWait::SetNextMontageSectionAndWait(class UGameplayAbility* OwningAbility, class UAnimMontage* PlayingMontage, class FName NextMontageSection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "SetNextMontageSectionAndWait");

	Params::FortAbilityTask_SetNextMontageSectionAndWait_SetNextMontageSectionAndWait Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.PlayingMontage = PlayingMontage;
	Parms.NextMontageSection = NextMontageSection;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_SetNextMontageSectionAndWait.OnMontageBlendingOut
// (Final, Native, Public)
// Parameters:
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_SetNextMontageSectionAndWait::OnMontageBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_SetNextMontageSectionAndWait", "OnMontageBlendingOut");

	Params::FortAbilityTask_SetNextMontageSectionAndWait_OnMontageBlendingOut Parms{};

	Parms.Montage = Montage;
	Parms.bInterrupted = bInterrupted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingGameplayActorConsumable.MakeOnConsumeGameplayEffectSpec
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayEffectSpecHandle        ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayEffectSpecHandle ABuildingGameplayActorConsumable::MakeOnConsumeGameplayEffectSpec()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "MakeOnConsumeGameplayEffectSpec");

	Params::BuildingGameplayActorConsumable_MakeOnConsumeGameplayEffectSpec Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGameplayActorConsumable.OnAllowedToConsumeFailed
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActorConsumable::OnAllowedToConsumeFailed(const class AFortPawn* InteractingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "OnAllowedToConsumeFailed");

	Params::BuildingGameplayActorConsumable_OnAllowedToConsumeFailed Parms{};

	Parms.InteractingPawn = InteractingPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingGameplayActorConsumable.OnInteractAllowedToConsume
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingGameplayActorConsumable::OnInteractAllowedToConsume(const class AFortPawn* InteractingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "OnInteractAllowedToConsume");

	Params::BuildingGameplayActorConsumable_OnInteractAllowedToConsume Parms{};

	Parms.InteractingPawn = InteractingPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGameplayActorConsumable.OnLocalBeginUse
// (Event, Public, BlueprintEvent)

void ABuildingGameplayActorConsumable::OnLocalBeginUse()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "OnLocalBeginUse");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingGameplayActorConsumable.PrepareOnConsumeGameplayEffectSpec
// (Native, Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayEffectSpecHandle        SpecHandle                                             (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void ABuildingGameplayActorConsumable::PrepareOnConsumeGameplayEffectSpec(struct FGameplayEffectSpecHandle& SpecHandle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "PrepareOnConsumeGameplayEffectSpec");

	Params::BuildingGameplayActorConsumable_PrepareOnConsumeGameplayEffectSpec Parms{};

	Parms.SpecHandle = std::move(SpecHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	SpecHandle = std::move(Parms.SpecHandle);
}


// Function FortniteGame.BuildingGameplayActorConsumable.GetDeathFXTransform
// (Native, Event, Public, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ABuildingGameplayActorConsumable::GetDeathFXTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "GetDeathFXTransform");

	Params::BuildingGameplayActorConsumable_GetDeathFXTransform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGameplayActorConsumable.GetOnConsumeGameplayEffect
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UGameplayEffect>      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UGameplayEffect> ABuildingGameplayActorConsumable::GetOnConsumeGameplayEffect() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "GetOnConsumeGameplayEffect");

	Params::BuildingGameplayActorConsumable_GetOnConsumeGameplayEffect Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGameplayActorConsumable.GetOnConsumeMontage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAnimMontage* ABuildingGameplayActorConsumable::GetOnConsumeMontage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorConsumable", "GetOnConsumeMontage");

	Params::BuildingGameplayActorConsumable_GetOnConsumeMontage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGameplayActorLockOnConsumable.OnLocalControllersInteractingPawnSet
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  LocalPCPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingGameplayActorLockOnConsumable::OnLocalControllersInteractingPawnSet(class AFortPlayerPawn* LocalPCPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorLockOnConsumable", "OnLocalControllersInteractingPawnSet");

	Params::BuildingGameplayActorLockOnConsumable_OnLocalControllersInteractingPawnSet Parms{};

	Parms.LocalPCPawn = LocalPCPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingGameplayActorLockOnConsumable.OnRep_InteractingPawn
// (Final, Native, Public)

void ABuildingGameplayActorLockOnConsumable::OnRep_InteractingPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGameplayActorLockOnConsumable", "OnRep_InteractingPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.OnDemoScrubComplete
// (Final, Native, Private)
// Parameters:
// bool                                    bWasSuccessful                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnDemoScrubComplete(bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnDemoScrubComplete");

	Params::FortReplaySpectator_OnDemoScrubComplete Parms{};

	Parms.bWasSuccessful = bWasSuccessful;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.OnNotifyNewPlaybackMultiplier
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   NewMultiplier                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnNotifyNewPlaybackMultiplier(float NewMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnNotifyNewPlaybackMultiplier");

	Params::FortReplaySpectator_OnNotifyNewPlaybackMultiplier Parms{};

	Parms.NewMultiplier = NewMultiplier;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortReplaySpectator.OnPauseStateChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewPauseState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnPauseStateChanged(bool bNewPauseState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnPauseStateChanged");

	Params::FortReplaySpectator_OnPauseStateChanged Parms{};

	Parms.bNewPauseState = bNewPauseState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortReplaySpectator.OnPawnForReplayRelevancyChanged
// (Final, Native, Protected)
// Parameters:
// class AFortPawn*                        NewRelevancyPawn                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnPawnForReplayRelevancyChanged(class AFortPawn* NewRelevancyPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnPawnForReplayRelevancyChanged");

	Params::FortReplaySpectator_OnPawnForReplayRelevancyChanged Parms{};

	Parms.NewRelevancyPawn = NewRelevancyPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.OnScrubComplete
// (Final, Native, Private)
// Parameters:
// bool                                    bWasSuccessful                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnScrubComplete(bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnScrubComplete");

	Params::FortReplaySpectator_OnScrubComplete Parms{};

	Parms.bWasSuccessful = bWasSuccessful;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.OnShotStartGotoTimeComplete
// (Final, Native, Private)
// Parameters:
// bool                                    bWasSuccessful                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::OnShotStartGotoTimeComplete(bool bWasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnShotStartGotoTimeComplete");

	Params::FortReplaySpectator_OnShotStartGotoTimeComplete Parms{};

	Parms.bWasSuccessful = bWasSuccessful;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.OnZoomInBegin
// (Event, Public, BlueprintEvent)

void AFortReplaySpectator::OnZoomInBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnZoomInBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortReplaySpectator.OnZoomInEnd
// (Event, Public, BlueprintEvent)

void AFortReplaySpectator::OnZoomInEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnZoomInEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortReplaySpectator.OnZoomOutBegin
// (Event, Public, BlueprintEvent)

void AFortReplaySpectator::OnZoomOutBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnZoomOutBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortReplaySpectator.OnZoomOutEnd
// (Event, Public, BlueprintEvent)

void AFortReplaySpectator::OnZoomOutEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "OnZoomOutEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortReplaySpectator.SetAllowTimeDilation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bAllow                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::SetAllowTimeDilation(bool bAllow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "SetAllowTimeDilation");

	Params::FortReplaySpectator_SetAllowTimeDilation Parms{};

	Parms.bAllow = bAllow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.SetCanStreamBuildingFoundationsIn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bCanStream                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::SetCanStreamBuildingFoundationsIn(bool bCanStream)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "SetCanStreamBuildingFoundationsIn");

	Params::FortReplaySpectator_SetCanStreamBuildingFoundationsIn Parms{};

	Parms.bCanStream = bCanStream;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.SetCloudAltitudes
// (Final, Exec, Native, Private)
// Parameters:
// float                                   NewCloudAltitude                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortReplaySpectator::SetCloudAltitudes(float NewCloudAltitude)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "SetCloudAltitudes");

	Params::FortReplaySpectator_SetCloudAltitudes Parms{};

	Parms.NewCloudAltitude = NewCloudAltitude;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySpectator.SetOverrideTimeOfDay
// (Final, Native, Public)
// Parameters:
// bool                                    bOverride                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImmediate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortReplaySpectator::SetOverrideTimeOfDay(bool bOverride, float Time, bool bImmediate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "SetOverrideTimeOfDay");

	Params::FortReplaySpectator_SetOverrideTimeOfDay Parms{};

	Parms.bOverride = bOverride;
	Parms.Time = Time;
	Parms.bImmediate = bImmediate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplaySpectator.GetSequencerComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortReplaySequenceComponent*     ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortReplaySequenceComponent* AFortReplaySpectator::GetSequencerComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySpectator", "GetSequencerComponent");

	Params::FortReplaySpectator_GetSequencerComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_TODOverride.GetTimeOfDayPhaseNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> AFortAthenaMutator_TODOverride::GetTimeOfDayPhaseNames() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_TODOverride", "GetTimeOfDayPhaseNames");

	Params::FortAthenaMutator_TODOverride_GetTimeOfDayPhaseNames Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_TODOverride.GetTimeOfDaySpeedNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> AFortAthenaMutator_TODOverride::GetTimeOfDaySpeedNames() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_TODOverride", "GetTimeOfDaySpeedNames");

	Params::FortAthenaMutator_TODOverride_GetTimeOfDaySpeedNames Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingGroup.GetAllMapNames
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class FString>                   AllMaps                                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UBuildingGroup::GetAllMapNames(TArray<class FString>* AllMaps)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingGroup", "GetAllMapNames");

	Params::BuildingGroup_GetAllMapNames Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AllMaps != nullptr)
		*AllMaps = std::move(Parms.AllMaps);
}


// Function FortniteGame.BuildingItemCollectorActor.GetDepositAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            InFortPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         InInputItem                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingItemCollectorActor::GetDepositAmount(class AFortPlayerController* InFortPC, class UFortWorldItemDefinition* InInputItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetDepositAmount");

	Params::BuildingItemCollectorActor_GetDepositAmount Parms{};

	Parms.InFortPC = InFortPC;
	Parms.InInputItem = InInputItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.GetDepositGoal
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            InFortPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         InInputItem                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingItemCollectorActor::GetDepositGoal(class AFortPlayerController* InFortPC, class UFortWorldItemDefinition* InInputItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetDepositGoal");

	Params::BuildingItemCollectorActor_GetDepositGoal Parms{};

	Parms.InFortPC = InFortPC;
	Parms.InInputItem = InInputItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.GetNumberOfCaptures
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            InFortPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         InInputItem                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingItemCollectorActor::GetNumberOfCaptures(class AFortPlayerController* InFortPC, class UFortWorldItemDefinition* InInputItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetNumberOfCaptures");

	Params::BuildingItemCollectorActor_GetNumberOfCaptures Parms{};

	Parms.InFortPC = InFortPC;
	Parms.InInputItem = InInputItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.GetTeamReachedGoalCount
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingItemCollectorActor::GetTeamReachedGoalCount(uint8 InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetTeamReachedGoalCount");

	Params::BuildingItemCollectorActor_GetTeamReachedGoalCount Parms{};

	Parms.InTeam = InTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.HasEnouphDepositItems
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         InputItem                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllOrNothing                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingItemCollectorActor::HasEnouphDepositItems(class AFortPlayerController* FortPC, class UFortWorldItemDefinition* InputItem, bool bAllOrNothing)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "HasEnouphDepositItems");

	Params::BuildingItemCollectorActor_HasEnouphDepositItems Parms{};

	Parms.FortPC = FortPC;
	Parms.InputItem = InputItem;
	Parms.bAllOrNothing = bAllOrNothing;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.OnForcedCycle
// (Event, Public, BlueprintEvent)

void ABuildingItemCollectorActor::OnForcedCycle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnForcedCycle");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingItemCollectorActor.OnItemCollectorStateChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortItemCollectorState                 InItemCollectorState                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingItemCollectorActor::OnItemCollectorStateChanged(EFortItemCollectorState InItemCollectorState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnItemCollectorStateChanged");

	Params::BuildingItemCollectorActor_OnItemCollectorStateChanged Parms{};

	Parms.InItemCollectorState = InItemCollectorState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingItemCollectorActor.OnReachedDepositGoal
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            CurrentControllingPlayer                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         CurrentActiveInputItem                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingItemCollectorActor::OnReachedDepositGoal(class AFortPlayerController* CurrentControllingPlayer, class UFortWorldItemDefinition* CurrentActiveInputItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnReachedDepositGoal");

	Params::BuildingItemCollectorActor_OnReachedDepositGoal Parms{};

	Parms.CurrentControllingPlayer = CurrentControllingPlayer;
	Parms.CurrentActiveInputItem = CurrentActiveInputItem;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingItemCollectorActor.OnRep_ActiveInputItem
// (Final, Native, Protected)

void ABuildingItemCollectorActor::OnRep_ActiveInputItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ActiveInputItem");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.OnRep_ControllingPlayer
// (Final, Native, Protected)

void ABuildingItemCollectorActor::OnRep_ControllingPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ControllingPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.OnRep_ItemCollectorState
// (Final, Native, Protected)

void ABuildingItemCollectorActor::OnRep_ItemCollectorState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_ItemCollectorState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.OnRep_TrackedInteractionData
// (Final, Native, Protected)

void ABuildingItemCollectorActor::OnRep_TrackedInteractionData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "OnRep_TrackedInteractionData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.ServerSpawnItem
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// struct FFortItemEntry                   OutputItem                                             (ConstParm, Parm, NativeAccessSpecifierPublic)

void ABuildingItemCollectorActor::ServerSpawnItem(const struct FFortItemEntry& OutputItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "ServerSpawnItem");

	Params::BuildingItemCollectorActor_ServerSpawnItem Parms{};

	Parms.OutputItem = std::move(OutputItem);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.SetItemCollectorState
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortItemCollectorState                 InItemCollectorState                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingItemCollectorActor::SetItemCollectorState(EFortItemCollectorState InItemCollectorState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "SetItemCollectorState");

	Params::BuildingItemCollectorActor_SetItemCollectorState Parms{};

	Parms.InItemCollectorState = InItemCollectorState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingItemCollectorActor.UpdateCollectorsActiveItem
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   StartingSeedValue                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         InputItem                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         InputTexture                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CurrentGoal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CurrentCollectedAmount                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CurrentCaptureCount                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UTexture*                         OutputTexture                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingItemCollectorActor::UpdateCollectorsActiveItem(int32 StartingSeedValue, class UFortWorldItemDefinition* InputItem, class UTexture* InputTexture, int32 CurrentGoal, int32 CurrentCollectedAmount, int32 CurrentCaptureCount, class UTexture* OutputTexture)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "UpdateCollectorsActiveItem");

	Params::BuildingItemCollectorActor_UpdateCollectorsActiveItem Parms{};

	Parms.StartingSeedValue = StartingSeedValue;
	Parms.InputItem = InputItem;
	Parms.InputTexture = InputTexture;
	Parms.CurrentGoal = CurrentGoal;
	Parms.CurrentCollectedAmount = CurrentCollectedAmount;
	Parms.CurrentCaptureCount = CurrentCaptureCount;
	Parms.OutputTexture = OutputTexture;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingItemCollectorActor.GetCurrentActiveItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* ABuildingItemCollectorActor::GetCurrentActiveItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetCurrentActiveItem");

	Params::BuildingItemCollectorActor_GetCurrentActiveItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingItemCollectorActor.GetOverrideRarity
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// EFortRarity                             Rarity                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingItemCollectorActor::GetOverrideRarity(EFortRarity* Rarity) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingItemCollectorActor", "GetOverrideRarity");

	Params::BuildingItemCollectorActor_GetOverrideRarity Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Rarity != nullptr)
		*Rarity = Parms.Rarity;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayAnimWaitTarget.PlayAnimWaitTarget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontageToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortSharedAnimationState               AnimState                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OverrideSection                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayAnimWaitTarget*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayAnimWaitTarget* UFortAbilityTask_PlayAnimWaitTarget::PlayAnimWaitTarget(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, EFortSharedAnimationState AnimState, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayAnimWaitTarget", "PlayAnimWaitTarget");

	Params::FortAbilityTask_PlayAnimWaitTarget_PlayAnimWaitTarget Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.MontageToPlay = MontageToPlay;
	Parms.AnimState = AnimState;
	Parms.SectionToPlay = SectionToPlay;
	Parms.OverrideSection = OverrideSection;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayAnimWaitTarget.PlayAnimWithMontageInfoAndWaitForTrigger
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayAbilityMontageInfo  Param_MontageInfo                                      (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortSharedAnimationState               AnimState                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayAnimWaitTarget*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayAnimWaitTarget* UFortAbilityTask_PlayAnimWaitTarget::PlayAnimWithMontageInfoAndWaitForTrigger(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& Param_MontageInfo, EFortSharedAnimationState AnimState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayAnimWaitTarget", "PlayAnimWithMontageInfoAndWaitForTrigger");

	Params::FortAbilityTask_PlayAnimWaitTarget_PlayAnimWithMontageInfoAndWaitForTrigger Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.Param_MontageInfo = std::move(Param_MontageInfo);
	Parms.AnimState = AnimState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayAnimWaitTarget.OnTargetDataCancelledCallback
// (Final, Native, Public)

void UFortAbilityTask_PlayAnimWaitTarget::OnTargetDataCancelledCallback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayAnimWaitTarget", "OnTargetDataCancelledCallback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_PlayAnimWaitTarget.OnTargetDataReadyCallback
// (Final, Native, Public, HasOutParams)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_PlayAnimWaitTarget::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayAnimWaitTarget", "OnTargetDataReadyCallback");

	Params::FortAbilityTask_PlayAnimWaitTarget_OnTargetDataReadyCallback Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.ApplicationTag = std::move(ApplicationTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ClientOnHordeTierComplete
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EFortCompletionResult                   Result                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ClientOnHordeTierComplete(EFortCompletionResult Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ClientOnHordeTierComplete");

	Params::FortPlayerControllerDeployableBase_ClientOnHordeTierComplete Parms{};

	Parms.Result = Result;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ClientOnHordeTierInitialized
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// TArray<struct FItemAndCount>            Items                                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ClientOnHordeTierInitialized(const TArray<struct FItemAndCount>& Items)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ClientOnHordeTierInitialized");

	Params::FortPlayerControllerDeployableBase_ClientOnHordeTierInitialized Parms{};

	Parms.Items = std::move(Items);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ClientOnHordeWaveComplete
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// int32                                   Wave                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FItemAndCount>            Rewards                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ClientOnHordeWaveComplete(const int32 Wave, const TArray<struct FItemAndCount>& Rewards)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ClientOnHordeWaveComplete");

	Params::FortPlayerControllerDeployableBase_ClientOnHordeWaveComplete Parms{};

	Parms.Wave = Wave;
	Parms.Rewards = std::move(Rewards);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.MoveAllItemsFromDeployableBase
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerDeployableBase::MoveAllItemsFromDeployableBase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "MoveAllItemsFromDeployableBase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.MoveAllItemsToDeployableBase
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerDeployableBase::MoveAllItemsToDeployableBase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "MoveAllItemsToDeployableBase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.MoveItemFromDeployableBase
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGuid                            ItemOnPlot                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::MoveItemFromDeployableBase(const struct FGuid& ItemOnPlot, const int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "MoveItemFromDeployableBase");

	Params::FortPlayerControllerDeployableBase_MoveItemFromDeployableBase Parms{};

	Parms.ItemOnPlot = std::move(ItemOnPlot);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.MoveItemToDeployableBase
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGuid                            ItemOnPlayer                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::MoveItemToDeployableBase(const struct FGuid& ItemOnPlayer, const int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "MoveItemToDeployableBase");

	Params::FortPlayerControllerDeployableBase_MoveItemToDeployableBase Parms{};

	Parms.ItemOnPlayer = std::move(ItemOnPlayer);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ServerMoveAllItemsFromDeployableBase
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class ADeployableBasePlot*              ExpectedPlot                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ServerMoveAllItemsFromDeployableBase(const class ADeployableBasePlot* ExpectedPlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ServerMoveAllItemsFromDeployableBase");

	Params::FortPlayerControllerDeployableBase_ServerMoveAllItemsFromDeployableBase Parms{};

	Parms.ExpectedPlot = ExpectedPlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ServerMoveAllItemsToDeployableBase
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class ADeployableBasePlot*              ExpectedPlot                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ServerMoveAllItemsToDeployableBase(const class ADeployableBasePlot* ExpectedPlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ServerMoveAllItemsToDeployableBase");

	Params::FortPlayerControllerDeployableBase_ServerMoveAllItemsToDeployableBase Parms{};

	Parms.ExpectedPlot = ExpectedPlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ServerMoveItemFromDeployableBase
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemOnPlot                                             (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADeployableBasePlot*              ExpectedPlot                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ServerMoveItemFromDeployableBase(const struct FGuid& ItemOnPlot, const int32 Count, const class ADeployableBasePlot* ExpectedPlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ServerMoveItemFromDeployableBase");

	Params::FortPlayerControllerDeployableBase_ServerMoveItemFromDeployableBase Parms{};

	Parms.ItemOnPlot = std::move(ItemOnPlot);
	Parms.Count = Count;
	Parms.ExpectedPlot = ExpectedPlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerDeployableBase.ServerMoveItemToDeployableBase
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemOnPlayer                                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADeployableBasePlot*              ExpectedPlot                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerDeployableBase::ServerMoveItemToDeployableBase(const struct FGuid& ItemOnPlayer, const int32 Count, const class ADeployableBasePlot* ExpectedPlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerDeployableBase", "ServerMoveItemToDeployableBase");

	Params::FortPlayerControllerDeployableBase_ServerMoveItemToDeployableBase Parms{};

	Parms.ItemOnPlayer = std::move(ItemOnPlayer);
	Parms.Count = Count;
	Parms.ExpectedPlot = ExpectedPlot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.ActivateRequirement
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bMakeVisible                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingLayoutRequirement::ActivateRequirement(bool bMakeVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "ActivateRequirement");

	Params::BuildingLayoutRequirement_ActivateRequirement Parms{};

	Parms.bMakeVisible = bMakeVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.DeactivateRequirement
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void ABuildingLayoutRequirement::DeactivateRequirement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "DeactivateRequirement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.OnRep_RequirementStatus
// (Native, Protected)

void ABuildingLayoutRequirement::OnRep_RequirementStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "OnRep_RequirementStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.OnRequirementSatisfyingActorDied
// (Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingLayoutRequirement::OnRequirementSatisfyingActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "OnRequirementSatisfyingActorDied");

	Params::BuildingLayoutRequirement_OnRequirementSatisfyingActorDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.SetRequiredResourceType
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortResourceType                       DesiredResourceType                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingLayoutRequirement::SetRequiredResourceType(EFortResourceType DesiredResourceType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "SetRequiredResourceType");

	Params::BuildingLayoutRequirement_SetRequiredResourceType Parms{};

	Parms.DesiredResourceType = DesiredResourceType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.SetRequirementVisible
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingLayoutRequirement::SetRequirementVisible(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "SetRequirementVisible");

	Params::BuildingLayoutRequirement_SetRequirementVisible Parms{};

	Parms.bVisible = bVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingLayoutRequirement.SupportsEditingOfOccupant
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingLayoutRequirement::SupportsEditingOfOccupant() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingLayoutRequirement", "SupportsEditingOfOccupant");

	Params::BuildingLayoutRequirement_SupportsEditingOfOccupant Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortEmojiPreviewComponent.PushPreviewEmoji
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaEmojiItemDefinition*       EmojiItem                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEmojiPreviewComponent::PushPreviewEmoji(const class UAthenaEmojiItemDefinition* EmojiItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEmojiPreviewComponent", "PushPreviewEmoji");

	Params::FortEmojiPreviewComponent_PushPreviewEmoji Parms{};

	Parms.EmojiItem = EmojiItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_MoveAI.CreateMoveAITask
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           MoveActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          MoveLocation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPawnActionMoveMode                     MoveMode                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPathObstacleAction                     PathObstacleAction                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bStopAtEnd                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAIOptionFlag                           AcceptPartialPath                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFinishOnPlayerCollision                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bProjectGoalLocationOnNavMesh                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AcceptableRadius                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortPawn>            PushBumpedPawnClass                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UNavigationQueryFilter>FilterClass                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseContinuousGoalTracking                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_MoveAI*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_MoveAI* UFortAbilityTask_MoveAI::CreateMoveAITask(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class AActor* MoveActor, const struct FVector& MoveLocation, EPawnActionMoveMode MoveMode, EPathObstacleAction PathObstacleAction, bool bStopAtEnd, EAIOptionFlag AcceptPartialPath, bool bFinishOnPlayerCollision, bool bProjectGoalLocationOnNavMesh, float AcceptableRadius, TSubclassOf<class AFortPawn> PushBumpedPawnClass, TSubclassOf<class UNavigationQueryFilter> FilterClass, bool bUseContinuousGoalTracking)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_MoveAI", "CreateMoveAITask");

	Params::FortAbilityTask_MoveAI_CreateMoveAITask Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.MoveActor = MoveActor;
	Parms.MoveLocation = std::move(MoveLocation);
	Parms.MoveMode = MoveMode;
	Parms.PathObstacleAction = PathObstacleAction;
	Parms.bStopAtEnd = bStopAtEnd;
	Parms.AcceptPartialPath = AcceptPartialPath;
	Parms.bFinishOnPlayerCollision = bFinishOnPlayerCollision;
	Parms.bProjectGoalLocationOnNavMesh = bProjectGoalLocationOnNavMesh;
	Parms.AcceptableRadius = AcceptableRadius;
	Parms.PushBumpedPawnClass = PushBumpedPawnClass;
	Parms.FilterClass = FilterClass;
	Parms.bUseContinuousGoalTracking = bUseContinuousGoalTracking;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAttachToActorInterface.GetActorAttachedTo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* IFortAttachToActorInterface::GetActorAttachedTo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachToActorInterface", "GetActorAttachedTo");

	Params::FortAttachToActorInterface_GetActorAttachedTo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScriptedActionManager.HandleClientEvent_Undefined
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          EventSource                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortClientEvent                 ClientEvent                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortScriptedActionManager::HandleClientEvent_Undefined(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedActionManager", "HandleClientEvent_Undefined");

	Params::FortScriptedActionManager_HandleClientEvent_Undefined Parms{};

	Parms.EventSource = EventSource;
	Parms.EventFocus = EventFocus;
	Parms.ClientEvent = std::move(ClientEvent);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.InitializeAudio
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UAudioComponent*                  InPortalLoopingComp                                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::InitializeAudio(class UAudioComponent* InPortalLoopingComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "InitializeAudio");

	Params::BuildingPropAtlas_InitializeAudio Parms{};

	Parms.InPortalLoopingComp = InPortalLoopingComp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.InitializeRings
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              InRing1Comp                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              InRing2Comp                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              InRing3Comp                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::InitializeRings(class UPrimitiveComponent* InRing1Comp, class UPrimitiveComponent* InRing2Comp, class UPrimitiveComponent* InRing3Comp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "InitializeRings");

	Params::BuildingPropAtlas_InitializeRings Parms{};

	Parms.InRing1Comp = InRing1Comp;
	Parms.InRing2Comp = InRing2Comp;
	Parms.InRing3Comp = InRing3Comp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.OnRingSpinningLoop
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingPropAtlas::OnRingSpinningLoop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "OnRingSpinningLoop");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingPropAtlas.PlayRingDamage
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   DurationMin                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DurationMax                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MagnitudeMin                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MagnitudeMax                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::PlayRingDamage(float DurationMin, float DurationMax, float MagnitudeMin, float MagnitudeMax)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "PlayRingDamage");

	Params::BuildingPropAtlas_PlayRingDamage Parms{};

	Parms.DurationMin = DurationMin;
	Parms.DurationMax = DurationMax;
	Parms.MagnitudeMin = MagnitudeMin;
	Parms.MagnitudeMax = MagnitudeMax;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.PlayRingsIdleLoop
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   AnimDuration                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Ring1ZOffset                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::PlayRingsIdleLoop(float AnimDuration, float Ring1ZOffset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "PlayRingsIdleLoop");

	Params::BuildingPropAtlas_PlayRingsIdleLoop Parms{};

	Parms.AnimDuration = AnimDuration;
	Parms.Ring1ZOffset = Ring1ZOffset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.PlayRingSpinning
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                         Ring1RateMin                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         Ring1RateMax                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         Ring2Rate                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         Ring3Rate                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::PlayRingSpinning(const struct FRotator& Ring1RateMin, const struct FRotator& Ring1RateMax, const struct FRotator& Ring2Rate, const struct FRotator& Ring3Rate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "PlayRingSpinning");

	Params::BuildingPropAtlas_PlayRingSpinning Parms{};

	Parms.Ring1RateMin = std::move(Ring1RateMin);
	Parms.Ring1RateMax = std::move(Ring1RateMax);
	Parms.Ring2Rate = std::move(Ring2Rate);
	Parms.Ring3Rate = std::move(Ring3Rate);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.PlayRingsReset
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   AnimDuration                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::PlayRingsReset(float AnimDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "PlayRingsReset");

	Params::BuildingPropAtlas_PlayRingsReset Parms{};

	Parms.AnimDuration = AnimDuration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.RestoreRingsHierarchy
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void ABuildingPropAtlas::RestoreRingsHierarchy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "RestoreRingsHierarchy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.SetupAnimationSpeed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InActivationTime                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InTotalDefenseTime                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InAnimSpeedStart                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InAnimSpeedEnd                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::SetupAnimationSpeed(float InActivationTime, float InTotalDefenseTime, float InAnimSpeedStart, float InAnimSpeedEnd)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "SetupAnimationSpeed");

	Params::BuildingPropAtlas_SetupAnimationSpeed Parms{};

	Parms.InActivationTime = InActivationTime;
	Parms.InTotalDefenseTime = InTotalDefenseTime;
	Parms.InAnimSpeedStart = InAnimSpeedStart;
	Parms.InAnimSpeedEnd = InAnimSpeedEnd;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.SetupAnimationTransition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic*         Mid                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InTransitionTime                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropAtlas::SetupAnimationTransition(class UMaterialInstanceDynamic* Mid, class FName ParamName, float InTransitionTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "SetupAnimationTransition");

	Params::BuildingPropAtlas_SetupAnimationTransition Parms{};

	Parms.Mid = Mid;
	Parms.ParamName = ParamName;
	Parms.InTransitionTime = InTransitionTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.StopRingSpinning
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void ABuildingPropAtlas::StopRingSpinning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "StopRingSpinning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropAtlas.GetDefenseAnimSpeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingPropAtlas::GetDefenseAnimSpeed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "GetDefenseAnimSpeed");

	Params::BuildingPropAtlas_GetDefenseAnimSpeed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingPropAtlas.GetDefenseProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingPropAtlas::GetDefenseProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropAtlas", "GetDefenseProgress");

	Params::BuildingPropAtlas_GetDefenseProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingPropBigHealth.GetHealthValuePercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingPropBigHealth::GetHealthValuePercent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropBigHealth", "GetHealthValuePercent");

	Params::BuildingPropBigHealth_GetHealthValuePercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingPropBigHealth.GetHealthValueText
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText ABuildingPropBigHealth::GetHealthValueText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropBigHealth", "GetHealthValueText");

	Params::BuildingPropBigHealth_GetHealthValueText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingPropBigHealth.OnRep_BigHealth
// (Final, Native, Public)

void ABuildingPropBigHealth::OnRep_BigHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropBigHealth", "OnRep_BigHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropBigHealth.SetBigHealth
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int64                                   NewHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropBigHealth::SetBigHealth(int64 NewHealth)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropBigHealth", "SetBigHealth");

	Params::BuildingPropBigHealth_SetBigHealth Parms{};

	Parms.NewHealth = NewHealth;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropBigHealth.SetBigHealthMax
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int64                                   NewHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingPropBigHealth::SetBigHealthMax(int64 NewHealth)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropBigHealth", "SetBigHealthMax");

	Params::BuildingPropBigHealth_SetBigHealthMax Parms{};

	Parms.NewHealth = NewHealth;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropMaterialCache.GetMaterialCache
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UMaterialInterface*               SourceMaterial                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBuildingPropMaterialCache*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UBuildingPropMaterialCache* UBuildingPropMaterialCache::GetMaterialCache(class UMaterialInterface* SourceMaterial)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BuildingPropMaterialCache", "GetMaterialCache");

	Params::BuildingPropMaterialCache_GetMaterialCache Parms{};

	Parms.SourceMaterial = SourceMaterial;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingPropMaterialCache.ReleaseMaterialInstance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic*         MaterialInstance                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingPropMaterialCache::ReleaseMaterialInstance(class UMaterialInstanceDynamic* MaterialInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropMaterialCache", "ReleaseMaterialInstance");

	Params::BuildingPropMaterialCache_ReleaseMaterialInstance Parms{};

	Parms.MaterialInstance = MaterialInstance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropMaterialCache.ReserveMaterialInstance
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UMaterialInstanceDynamic*         OutMaterialInstance                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingPropMaterialCache::ReserveMaterialInstance(class UMaterialInstanceDynamic** OutMaterialInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropMaterialCache", "ReserveMaterialInstance");

	Params::BuildingPropMaterialCache_ReserveMaterialInstance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutMaterialInstance != nullptr)
		*OutMaterialInstance = Parms.OutMaterialInstance;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.ApplyProximityPulseEffects
// (Native, Protected)

void AStrategicBuildingActor::ApplyProximityPulseEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "ApplyProximityPulseEffects");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.AttemptIncrementLevelUnlockProgress
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InLevel                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InProgressDelta                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AStrategicBuildingActor::AttemptIncrementLevelUnlockProgress(int32 InLevel, float InProgressDelta)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "AttemptIncrementLevelUnlockProgress");

	Params::StrategicBuildingActor_AttemptIncrementLevelUnlockProgress Parms{};

	Parms.InLevel = InLevel;
	Parms.InProgressDelta = InProgressDelta;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.GiveItemFromStrategicBuildingToPlayer
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToGive                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AStrategicBuildingActor::GiveItemFromStrategicBuildingToPlayer(class AFortPlayerController* PlayerController, const class UFortWorldItemDefinition* ItemDefinition, int32 NumberToGive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GiveItemFromStrategicBuildingToPlayer");

	Params::StrategicBuildingActor_GiveItemFromStrategicBuildingToPlayer Parms{};

	Parms.PlayerController = PlayerController;
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToGive = NumberToGive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnActiveStatusChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bNewActiveStatus                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AStrategicBuildingActor::OnActiveStatusChanged(bool bNewActiveStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnActiveStatusChanged");

	Params::StrategicBuildingActor_OnActiveStatusChanged Parms{};

	Parms.bNewActiveStatus = bNewActiveStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnConstructionEndedPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// int32                                   ConstructionLevel                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AStrategicBuildingActor::OnConstructionEndedPlayEffects(int32 ConstructionLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionEndedPlayEffects");

	Params::StrategicBuildingActor_OnConstructionEndedPlayEffects Parms{};

	Parms.ConstructionLevel = ConstructionLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnConstructionStartedPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// float                                   ServerStartTime                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ServerEndTime                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CurrentServerTime                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ElapsedPct                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ConstructionLvl                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AStrategicBuildingActor::OnConstructionStartedPlayEffects(float ServerStartTime, float ServerEndTime, float CurrentServerTime, float ElapsedPct, int32 ConstructionLvl)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionStartedPlayEffects");

	Params::StrategicBuildingActor_OnConstructionStartedPlayEffects Parms{};

	Parms.ServerStartTime = ServerStartTime;
	Parms.ServerEndTime = ServerEndTime;
	Parms.CurrentServerTime = CurrentServerTime;
	Parms.ElapsedPct = ElapsedPct;
	Parms.ConstructionLvl = ConstructionLvl;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnConstructionTickPlayEffects
// (BlueprintCosmetic, Native, Event, Protected, BlueprintEvent)
// Parameters:
// float                                   DeltaTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ElapsedPct                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ConstructionLvl                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AStrategicBuildingActor::OnConstructionTickPlayEffects(float DeltaTime, float ElapsedPct, int32 ConstructionLvl)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnConstructionTickPlayEffects");

	Params::StrategicBuildingActor_OnConstructionTickPlayEffects Parms{};

	Parms.DeltaTime = DeltaTime;
	Parms.ElapsedPct = ElapsedPct;
	Parms.ConstructionLvl = ConstructionLvl;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnRep_bIsActive
// (Native, Protected)

void AStrategicBuildingActor::OnRep_bIsActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnRep_bIsActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.OnRep_ConstructionProgress
// (Native, Protected)

void AStrategicBuildingActor::OnRep_ConstructionProgress()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "OnRep_ConstructionProgress");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.ProcessDeferredTouchActors
// (Native, Protected)

void AStrategicBuildingActor::ProcessDeferredTouchActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "ProcessDeferredTouchActors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.SetupIndicators
// (Native, Protected)

void AStrategicBuildingActor::SetupIndicators()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "SetupIndicators");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.SetupVisibilityComponent
// (Native, Protected)

void AStrategicBuildingActor::SetupVisibilityComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "SetupVisibilityComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.StrategicBuildingActor.GetCurrentLevelUnlockProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   InLevel                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AStrategicBuildingActor::GetCurrentLevelUnlockProgress(int32 InLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GetCurrentLevelUnlockProgress");

	Params::StrategicBuildingActor_GetCurrentLevelUnlockProgress Parms{};

	Parms.InLevel = InLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsLocation
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AStrategicBuildingActor::GetDeathEffectsLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsLocation");

	Params::StrategicBuildingActor_GetDeathEffectsLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsRotation
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AStrategicBuildingActor::GetDeathEffectsRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsRotation");

	Params::StrategicBuildingActor_GetDeathEffectsRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.GetDeathEffectsScale
// (Native, Event, Protected, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AStrategicBuildingActor::GetDeathEffectsScale() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GetDeathEffectsScale");

	Params::StrategicBuildingActor_GetDeathEffectsScale Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.GetMaxLevelUnlockProgress
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   InLevel                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AStrategicBuildingActor::GetMaxLevelUnlockProgress(int32 InLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "GetMaxLevelUnlockProgress");

	Params::StrategicBuildingActor_GetMaxLevelUnlockProgress Parms{};

	Parms.InLevel = InLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.StrategicBuildingActor.IsActive
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AStrategicBuildingActor::IsActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("StrategicBuildingActor", "IsActive");

	Params::StrategicBuildingActor_IsActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPBaseCornerstone.OnInvincibilityChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bIsInvincible                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPvPBaseCornerstone::OnInvincibilityChanged(bool bIsInvincible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPvPBaseCornerstone", "OnInvincibilityChanged");

	Params::FortPvPBaseCornerstone_OnInvincibilityChanged Parms{};

	Parms.bIsInvincible = bIsInvincible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPvPBaseCornerstone.OnRep_bInvincible
// (Final, Native, Protected)

void AFortPvPBaseCornerstone::OnRep_bInvincible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPvPBaseCornerstone", "OnRep_bInvincible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPvPBaseCornerstone.SetInvincibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInInvincible                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPvPBaseCornerstone::SetInvincibility(bool bInInvincible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPvPBaseCornerstone", "SetInvincibility");

	Params::FortPvPBaseCornerstone_SetInvincibility Parms{};

	Parms.bInInvincible = bInInvincible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.GetOwnerPlayerController
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerController* AFortProjectileBase::GetOwnerPlayerController()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "GetOwnerPlayerController");

	Params::FortProjectileBase_GetOwnerPlayerController Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortProjectileBase.OnBounce
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortProjectileBase::OnBounce(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnBounce");

	Params::FortProjectileBase_OnBounce Parms{};

	Parms.Hit = std::move(Hit);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortProjectileBase.OnBounceCallback
// (Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FVector                          ImpactVelocity                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortProjectileBase::OnBounceCallback(const struct FHitResult& Hit, const struct FVector& ImpactVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnBounceCallback");

	Params::FortProjectileBase_OnBounceCallback Parms{};

	Parms.Hit = std::move(Hit);
	Parms.ImpactVelocity = std::move(ImpactVelocity);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnRep_GravityScale
// (Final, Native, Public)

void AFortProjectileBase::OnRep_GravityScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnRep_GravityScale");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnRep_ReplicatedMaxSpeed
// (Final, Native, Public)

void AFortProjectileBase::OnRep_ReplicatedMaxSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnRep_ReplicatedMaxSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnRep_ResumeSimulationCount
// (Final, Native, Private)

void AFortProjectileBase::OnRep_ResumeSimulationCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnRep_ResumeSimulationCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnRep_SimulationStoppingHit
// (Final, Native, Public)

void AFortProjectileBase::OnRep_SimulationStoppingHit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnRep_SimulationStoppingHit");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnResumeSimulation
// (Event, Public, BlueprintEvent)

void AFortProjectileBase::OnResumeSimulation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnResumeSimulation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortProjectileBase.OnShot
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortProjectileBase::OnShot(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnShot");

	Params::FortProjectileBase_OnShot Parms{};

	Parms.Hit = std::move(Hit);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortProjectileBase.OnStop
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortProjectileBase::OnStop(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnStop");

	Params::FortProjectileBase_OnStop Parms{};

	Parms.Hit = std::move(Hit);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortProjectileBase.OnStopCallback
// (Native, Protected, HasOutParams)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortProjectileBase::OnStopCallback(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnStopCallback");

	Params::FortProjectileBase_OnStopCallback Parms{};

	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.OnStoppedOnServer
// (Event, Public, BlueprintEvent)

void AFortProjectileBase::OnStoppedOnServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "OnStoppedOnServer");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortProjectileBase.ResumeSimulation
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortProjectileBase::ResumeSimulation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "ResumeSimulation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.SetGravityScale
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InitialGravityScale                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortProjectileBase::SetGravityScale(float InitialGravityScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "SetGravityScale");

	Params::FortProjectileBase_SetGravityScale Parms{};

	Parms.InitialGravityScale = InitialGravityScale;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileBase.GetDefaultSpeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   InChargePercent                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortProjectileBase::GetDefaultSpeed(float InChargePercent) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "GetDefaultSpeed");

	Params::FortProjectileBase_GetDefaultSpeed Parms{};

	Parms.InChargePercent = InChargePercent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortProjectileBase.GetGravityScale
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortProjectileBase::GetGravityScale() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileBase", "GetGravityScale");

	Params::FortProjectileBase_GetGravityScale Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAttachableProjectileBase.GetAttachedToActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortAttachableProjectileBase::GetAttachedToActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachableProjectileBase", "GetAttachedToActor");

	Params::FortAttachableProjectileBase_GetAttachedToActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAttachableProjectileBase.OnAttachedToDied
// (Event, Protected, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAttachableProjectileBase::OnAttachedToDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachableProjectileBase", "OnAttachedToDied");

	Params::FortAttachableProjectileBase_OnAttachedToDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAttachableProjectileBase.OnFinalizeAttachmentSocketLocandRot
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          InWorldPos                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         InWorldRot                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FName                             InSocketName                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFoundClosestOnPhysicsAsset                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutWorldPos                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         OutWorldRot                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class FName                             OutSocketName                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAttachableProjectileBase::OnFinalizeAttachmentSocketLocandRot(const struct FVector& InWorldPos, const struct FRotator& InWorldRot, class FName InSocketName, bool bFoundClosestOnPhysicsAsset, struct FVector* OutWorldPos, struct FRotator* OutWorldRot, class FName* OutSocketName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachableProjectileBase", "OnFinalizeAttachmentSocketLocandRot");

	Params::FortAttachableProjectileBase_OnFinalizeAttachmentSocketLocandRot Parms{};

	Parms.InWorldPos = std::move(InWorldPos);
	Parms.InWorldRot = std::move(InWorldRot);
	Parms.InSocketName = InSocketName;
	Parms.bFoundClosestOnPhysicsAsset = bFoundClosestOnPhysicsAsset;

	UObject::ProcessEvent(Func, &Parms);

	if (OutWorldPos != nullptr)
		*OutWorldPos = std::move(Parms.OutWorldPos);

	if (OutWorldRot != nullptr)
		*OutWorldRot = std::move(Parms.OutWorldRot);

	if (OutSocketName != nullptr)
		*OutSocketName = Parms.OutSocketName;
}


// Function FortniteGame.FortAttachableProjectileBase.OnRep_ReplicatedAttachedInfo
// (Final, Native, Public)

void AFortAttachableProjectileBase::OnRep_ReplicatedAttachedInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachableProjectileBase", "OnRep_ReplicatedAttachedInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAttachableProjectileBase.ServerAttachToActor
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class AActor*                           AttachToActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StickyOffsetFromPhysicsMesh                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StickyOffsetFromBoneCenter                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NarrowPlacementAgainstVelocityThreshold                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAttachableProjectileBase::ServerAttachToActor(const struct FHitResult& Hit, class AActor* AttachToActor, float StickyOffsetFromPhysicsMesh, float StickyOffsetFromBoneCenter, float NarrowPlacementAgainstVelocityThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAttachableProjectileBase", "ServerAttachToActor");

	Params::FortAttachableProjectileBase_ServerAttachToActor Parms{};

	Parms.Hit = std::move(Hit);
	Parms.AttachToActor = AttachToActor;
	Parms.StickyOffsetFromPhysicsMesh = StickyOffsetFromPhysicsMesh;
	Parms.StickyOffsetFromBoneCenter = StickyOffsetFromBoneCenter;
	Parms.NarrowPlacementAgainstVelocityThreshold = NarrowPlacementAgainstVelocityThreshold;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropMusicPlayer.OnRep_PlayingSongData
// (Final, Native, Protected)

void ABuildingPropMusicPlayer::OnRep_PlayingSongData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropMusicPlayer", "OnRep_PlayingSongData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingPropMusicPlayer.StartSongForOptionsChange
// (Final, Native, Protected, BlueprintCallable)

void ABuildingPropMusicPlayer::StartSongForOptionsChange()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingPropMusicPlayer", "StartSongForOptionsChange");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_WaitTargetSelection.WaitTargetSelection
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     InApplicationTag                                       (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bForceTargetingOnServer                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_WaitTargetSelection*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_WaitTargetSelection* UFortAbilityTask_WaitTargetSelection::WaitTargetSelection(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FGameplayTag& InApplicationTag, bool Param_bForceTargetingOnServer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_WaitTargetSelection", "WaitTargetSelection");

	Params::FortAbilityTask_WaitTargetSelection_WaitTargetSelection Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.InApplicationTag = std::move(InApplicationTag);
	Parms.Param_bForceTargetingOnServer = Param_bForceTargetingOnServer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataCancelledCallback
// (Final, Native, Public)

void UFortAbilityTask_WaitTargetSelection::OnTargetDataCancelledCallback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataCancelledCallback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_WaitTargetSelection.OnTargetDataReadyCallback
// (Final, Native, Public, HasOutParams)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_WaitTargetSelection::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_WaitTargetSelection", "OnTargetDataReadyCallback");

	Params::FortAbilityTask_WaitTargetSelection_OnTargetDataReadyCallback Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.ApplicationTag = std::move(ApplicationTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.AttemptMissionSave
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class FString                           OptionalSaveName                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::AttemptMissionSave(const class FString& OptionalSaveName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "AttemptMissionSave");

	Params::FortObjectiveBase_AttemptMissionSave Parms{};

	Parms.OptionalSaveName = std::move(OptionalSaveName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.BlueprintOnActivated
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)

void AFortObjectiveBase::BlueprintOnActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortObjectiveBase.BlueprintOnObjectiveEnd
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)
// Parameters:
// EFortObjectiveStatus                    Status                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::BlueprintOnObjectiveEnd(EFortObjectiveStatus Status)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnObjectiveEnd");

	Params::FortObjectiveBase_BlueprintOnObjectiveEnd Parms{};

	Parms.Status = Status;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortObjectiveBase.BlueprintOnStartPlaying
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)

void AFortObjectiveBase::BlueprintOnStartPlaying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintOnStartPlaying");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortObjectiveBase.BlueprintPostObjectiveLoad
// (BlueprintAuthorityOnly, Event, Protected, BlueprintEvent)

void AFortObjectiveBase::BlueprintPostObjectiveLoad()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintPostObjectiveLoad");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortObjectiveBase.ClearObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)

void AFortObjectiveBase::ClearObjectiveTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "ClearObjectiveTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.EnableTick
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::EnableTick(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "EnableTick");

	Params::FortObjectiveBase_EnableTick Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.GetRewardItemsByTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     RewardTag                                              (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortWorldItemDefinition*> OutRewardItems                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortObjectiveBase::GetRewardItemsByTag(const struct FGameplayTag& RewardTag, TArray<class UFortWorldItemDefinition*>* OutRewardItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetRewardItemsByTag");

	Params::FortObjectiveBase_GetRewardItemsByTag Parms{};

	Parms.RewardTag = std::move(RewardTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRewardItems != nullptr)
		*OutRewardItems = std::move(Parms.OutRewardItems);
}


// Function FortniteGame.FortObjectiveBase.GrantRewardsByTag
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     RewardTag                                              (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortRewardType                         RewardType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::GrantRewardsByTag(const struct FGameplayTag& RewardTag, EFortRewardType RewardType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GrantRewardsByTag");

	Params::FortObjectiveBase_GrantRewardsByTag Parms{};

	Parms.RewardTag = std::move(RewardTag);
	Parms.RewardType = RewardType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.OnGenericObjectiveEvent
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortObjectiveBase::OnGenericObjectiveEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "OnGenericObjectiveEvent");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortObjectiveBase.OnRep_bIsObjectiveVisible
// (Final, Native, Protected)

void AFortObjectiveBase::OnRep_bIsObjectiveVisible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "OnRep_bIsObjectiveVisible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.OnRep_ObjectiveStatus
// (Final, Native, Protected)

void AFortObjectiveBase::OnRep_ObjectiveStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "OnRep_ObjectiveStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.OnRep_ObjectiveVisibilityOverride
// (Final, Native, Protected)

void AFortObjectiveBase::OnRep_ObjectiveVisibilityOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "OnRep_ObjectiveVisibilityOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.PauseObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)

void AFortObjectiveBase::PauseObjectiveTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "PauseObjectiveTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.SetObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class FString                           FunctionName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimerLength                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bStartPaused                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::SetObjectiveTimer(const class FString& FunctionName, float TimerLength, bool bStartPaused)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "SetObjectiveTimer");

	Params::FortObjectiveBase_SetObjectiveTimer Parms{};

	Parms.FunctionName = std::move(FunctionName);
	Parms.TimerLength = TimerLength;
	Parms.bStartPaused = bStartPaused;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.SetUiVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInIsObjectiveVisible                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::SetUiVisibility(bool bInIsObjectiveVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "SetUiVisibility");

	Params::FortObjectiveBase_SetUiVisibility Parms{};

	Parms.bInIsObjectiveVisible = bInIsObjectiveVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.SetUIVisibilityOverride
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortMissionVisibilityOverride          InVisibilityOverride                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::SetUIVisibilityOverride(EFortMissionVisibilityOverride InVisibilityOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "SetUIVisibilityOverride");

	Params::FortObjectiveBase_SetUIVisibilityOverride Parms{};

	Parms.InVisibilityOverride = InVisibilityOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.StartPlayingObjective
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortObjectiveBase::StartPlayingObjective()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "StartPlayingObjective");

	Params::FortObjectiveBase_StartPlayingObjective Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.StopObjective
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// EFortObjectiveStatus                    Status                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Description                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBadgeItemDefinition*         ExtraBadgeToGrant                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortObjectiveBase::StopObjective(EFortObjectiveStatus Status, const class FString& Description, class UFortBadgeItemDefinition* ExtraBadgeToGrant)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "StopObjective");

	Params::FortObjectiveBase_StopObjective Parms{};

	Parms.Status = Status;
	Parms.Description = std::move(Description);
	Parms.ExtraBadgeToGrant = ExtraBadgeToGrant;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.UnpauseObjectiveTimer
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)

void AFortObjectiveBase::UnpauseObjectiveTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "UnpauseObjectiveTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortObjectiveBase.BlueprintGetNumProgressBars
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortObjectiveBase::BlueprintGetNumProgressBars() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetNumProgressBars");

	Params::FortObjectiveBase_BlueprintGetNumProgressBars Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.BlueprintGetObjectiveDisplayText
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortObjectiveBase::BlueprintGetObjectiveDisplayText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetObjectiveDisplayText");

	Params::FortObjectiveBase_BlueprintGetObjectiveDisplayText Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarColor
// (BlueprintCosmetic, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ProgressBarIdx                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor AFortObjectiveBase::BlueprintGetProgressBarColor(int32 ProgressBarIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarColor");

	Params::FortObjectiveBase_BlueprintGetProgressBarColor Parms{};

	Parms.ProgressBarIdx = ProgressBarIdx;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarPercentage
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ProgressBarIdx                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortObjectiveBase::BlueprintGetProgressBarPercentage(int32 ProgressBarIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarPercentage");

	Params::FortObjectiveBase_BlueprintGetProgressBarPercentage Parms{};

	Parms.ProgressBarIdx = ProgressBarIdx;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.BlueprintGetProgressBarText
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ProgressBarIdx                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortObjectiveBase::BlueprintGetProgressBarText(int32 ProgressBarIdx) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "BlueprintGetProgressBarText");

	Params::FortObjectiveBase_BlueprintGetProgressBarText Parms{};

	Parms.ProgressBarIdx = ProgressBarIdx;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.GetMission
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* AFortObjectiveBase::GetMission() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetMission");

	Params::FortObjectiveBase_GetMission Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.GetMissionGuid
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGuid AFortObjectiveBase::GetMissionGuid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetMissionGuid");

	Params::FortObjectiveBase_GetMissionGuid Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.GetObjectiveDisplayString
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortObjectiveBase::GetObjectiveDisplayString() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveDisplayString");

	Params::FortObjectiveBase_GetObjectiveDisplayString Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.GetObjectiveTimerTimeRemaining
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortObjectiveBase::GetObjectiveTimerTimeRemaining() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetObjectiveTimerTimeRemaining");

	Params::FortObjectiveBase_GetObjectiveTimerTimeRemaining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.GetTimerComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMissionTimerComponent*       ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMissionTimerComponent* AFortObjectiveBase::GetTimerComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "GetTimerComponent");

	Params::FortObjectiveBase_GetTimerComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.IsObjectiveTimerPaused
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortObjectiveBase::IsObjectiveTimerPaused() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "IsObjectiveTimerPaused");

	Params::FortObjectiveBase_IsObjectiveTimerPaused Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.IsRelevantToASpecificTeam
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortObjectiveBase::IsRelevantToASpecificTeam() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToASpecificTeam");

	Params::FortObjectiveBase_IsRelevantToASpecificTeam Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveBase.IsRelevantToTeam
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortObjectiveBase::IsRelevantToTeam(uint8 Team) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveBase", "IsRelevantToTeam");

	Params::FortObjectiveBase_IsRelevantToTeam Parms{};

	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionStormShield.GetSafeZones
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class AFortMissionStormSafeZone*>OutSafeZones                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMissionStormShield::GetSafeZones(TArray<class AFortMissionStormSafeZone*>* OutSafeZones)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "GetSafeZones");

	Params::FortMissionStormShield_GetSafeZones Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSafeZones != nullptr)
		*OutSafeZones = std::move(Parms.OutSafeZones);
}


// Function FortniteGame.FortMissionStormShield.InitializeRadiusValue
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   InRadius                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionStormShield::InitializeRadiusValue(const float InRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "InitializeRadiusValue");

	Params::FortMissionStormShield_InitializeRadiusValue Parms{};

	Parms.InRadius = InRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.OnRep_InitialRadius
// (Final, Native, Protected)

void AFortMissionStormShield::OnRep_InitialRadius()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "OnRep_InitialRadius");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.OnRep_Radius
// (Final, Native, Protected)

void AFortMissionStormShield::OnRep_Radius()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "OnRep_Radius");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.RemoveAndDestroySafeArea
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// class AFortMissionStormSafeZone*        AreaToRemove                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMissionStormShield::RemoveAndDestroySafeArea(class AFortMissionStormSafeZone* AreaToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "RemoveAndDestroySafeArea");

	Params::FortMissionStormShield_RemoveAndDestroySafeArea Parms{};

	Parms.AreaToRemove = AreaToRemove;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionStormShield.SetAbsoluteShieldRadius
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   InRadius                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionStormShield::SetAbsoluteShieldRadius(const float InRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "SetAbsoluteShieldRadius");

	Params::FortMissionStormShield_SetAbsoluteShieldRadius Parms{};

	Parms.InRadius = InRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.SetTargetLocationToMoveTo
// (Final, BlueprintAuthorityOnly, Native, Protected, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          InTargetLocation                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InMoveRate                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionStormShield::SetTargetLocationToMoveTo(const struct FVector& InTargetLocation, const float InMoveRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "SetTargetLocationToMoveTo");

	Params::FortMissionStormShield_SetTargetLocationToMoveTo Parms{};

	Parms.InTargetLocation = std::move(InTargetLocation);
	Parms.InMoveRate = InMoveRate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.SetTargetRadiusSizeChangeOverGrowthRate
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   InTargetRadius                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InGrowthRate                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseGrowthRateDirectly                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionStormShield::SetTargetRadiusSizeChangeOverGrowthRate(const float InTargetRadius, const float InGrowthRate, bool bUseGrowthRateDirectly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "SetTargetRadiusSizeChangeOverGrowthRate");

	Params::FortMissionStormShield_SetTargetRadiusSizeChangeOverGrowthRate Parms{};

	Parms.InTargetRadius = InTargetRadius;
	Parms.InGrowthRate = InGrowthRate;
	Parms.bUseGrowthRateDirectly = bUseGrowthRateDirectly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormShield.SpawnSafeAreaAtLocation
// (Final, BlueprintAuthorityOnly, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InRadius                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMissionStormSafeZone*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMissionStormSafeZone* AFortMissionStormShield::SpawnSafeAreaAtLocation(const struct FVector& InLocation, const float InRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormShield", "SpawnSafeAreaAtLocation");

	Params::FortMissionStormShield_SpawnSafeAreaAtLocation Parms{};

	Parms.InLocation = std::move(InLocation);
	Parms.InRadius = InRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCharacterAttrSet.OnRep_Fortitude
// (Final, Native, Public)

void UFortCharacterAttrSet::OnRep_Fortitude()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCharacterAttrSet", "OnRep_Fortitude");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCharacterAttrSet.OnRep_MaxCharacterLevel
// (Final, Native, Public)

void UFortCharacterAttrSet::OnRep_MaxCharacterLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCharacterAttrSet", "OnRep_MaxCharacterLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCharacterAttrSet.OnRep_Offense
// (Final, Native, Public)

void UFortCharacterAttrSet::OnRep_Offense()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCharacterAttrSet", "OnRep_Offense");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCharacterAttrSet.OnRep_Resistance
// (Final, Native, Public)

void UFortCharacterAttrSet::OnRep_Resistance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCharacterAttrSet", "OnRep_Resistance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCharacterAttrSet.OnRep_Tech
// (Final, Native, Public)

void UFortCharacterAttrSet::OnRep_Tech()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCharacterAttrSet", "OnRep_Tech");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSchematicItemDefinition.GetCraftingSuccessSound
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UFortSchematicItemDefinition::GetCraftingSuccessSound() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingSuccessSound");

	Params::FortSchematicItemDefinition_GetCraftingSuccessSound Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSchematicItemDefinition::GetCraftingTime(int32 Level) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTime");

	Params::FortSchematicItemDefinition_GetCraftingTime Parms{};

	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItemDefinition.GetCraftingTimeForCharacter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn*                  FortPawn                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSchematicItemDefinition::GetCraftingTimeForCharacter(int32 Level, const class AFortPlayerPawn* FortPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetCraftingTimeForCharacter");

	Params::FortSchematicItemDefinition_GetCraftingTimeForCharacter Parms{};

	Parms.Level = Level;
	Parms.FortPawn = FortPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItemDefinition.GetQuantityProduced
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortSchematicItemDefinition::GetQuantityProduced() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetQuantityProduced");

	Params::FortSchematicItemDefinition_GetQuantityProduced Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItemDefinition.GetRecipe
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRecipe                          ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FRecipe UFortSchematicItemDefinition::GetRecipe() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetRecipe");

	Params::FortSchematicItemDefinition_GetRecipe Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItemDefinition.GetResultWorldItemDefinition
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* UFortSchematicItemDefinition::GetResultWorldItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItemDefinition", "GetResultWorldItemDefinition");

	Params::FortSchematicItemDefinition_GetResultWorldItemDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.IsBuildingActorValid
// (Final, Native, Static, Private, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 ActorToTest                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::IsBuildingActorValid(const class ABuildingSMActor* ActorToTest)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("BuildingStructuralSupportSystem", "IsBuildingActorValid");

	Params::BuildingStructuralSupportSystem_IsBuildingActorValid Parms{};

	Parms.ActorToTest = ActorToTest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.GetLogicalBuildingGroundSupportedActors
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32                                   LogicalIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>         LogicalBuildingGroundSupportedActors                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UBuildingStructuralSupportSystem::GetLogicalBuildingGroundSupportedActors(int32 LogicalIndex, TArray<class ABuildingSMActor*>* LogicalBuildingGroundSupportedActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetLogicalBuildingGroundSupportedActors");

	Params::BuildingStructuralSupportSystem_GetLogicalBuildingGroundSupportedActors Parms{};

	Parms.LogicalIndex = LogicalIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LogicalBuildingGroundSupportedActors != nullptr)
		*LogicalBuildingGroundSupportedActors = std::move(Parms.LogicalBuildingGroundSupportedActors);
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetBuildingActorsInGridCell
// (Final, RequiredAPI, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingGridActorFilter         Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FBuildingNeighboringActorInfo    OutActorsInGridCell                                    (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCell(const struct FVector& WorldLocation, const struct FBuildingGridActorFilter& Filter, struct FBuildingNeighboringActorInfo* OutActorsInGridCell)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetBuildingActorsInGridCell");

	Params::BuildingStructuralSupportSystem_K2_GetBuildingActorsInGridCell Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.Filter = std::move(Filter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorsInGridCell != nullptr)
		*OutActorsInGridCell = std::move(Parms.OutActorsInGridCell);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetBuildingActorsInGridCells
// (Final, RequiredAPI, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FBuildingSupportCellIndex>CellIndices                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FBuildingGridActorFilter         Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FBuildingNeighboringActorInfo    OutActorsInGridCell                                    (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::K2_GetBuildingActorsInGridCells(const TArray<struct FBuildingSupportCellIndex>& CellIndices, const struct FBuildingGridActorFilter& Filter, struct FBuildingNeighboringActorInfo* OutActorsInGridCell)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetBuildingActorsInGridCells");

	Params::BuildingStructuralSupportSystem_K2_GetBuildingActorsInGridCells Parms{};

	Parms.CellIndices = std::move(CellIndices);
	Parms.Filter = std::move(Filter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorsInGridCell != nullptr)
		*OutActorsInGridCell = std::move(Parms.OutActorsInGridCell);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetGridIndicesFromWorldLoc
// (Final, RequiredAPI, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          WorldLoc                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        OutGridIndices                                         (Parm, OutParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::K2_GetGridIndicesFromWorldLoc(const struct FVector& WorldLoc, struct FBuildingSupportCellIndex* OutGridIndices)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetGridIndicesFromWorldLoc");

	Params::BuildingStructuralSupportSystem_K2_GetGridIndicesFromWorldLoc Parms{};

	Parms.WorldLoc = std::move(WorldLoc);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutGridIndices != nullptr)
		*OutGridIndices = std::move(Parms.OutGridIndices);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetLogicalBuildingActors
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32                                   LogicalIdx                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingSMActor*>         LogicalBuildingActors                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UBuildingStructuralSupportSystem::K2_GetLogicalBuildingActors(int32 LogicalIdx, TArray<class ABuildingSMActor*>* LogicalBuildingActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetLogicalBuildingActors");

	Params::BuildingStructuralSupportSystem_K2_GetLogicalBuildingActors Parms{};

	Parms.LogicalIdx = LogicalIdx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LogicalBuildingActors != nullptr)
		*LogicalBuildingActors = std::move(Parms.LogicalBuildingActors);
}


// Function FortniteGame.BuildingStructuralSupportSystem.StartActorRemovalBatch
// (Final, Native, Public, BlueprintCallable)

void UBuildingStructuralSupportSystem::StartActorRemovalBatch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "StartActorRemovalBatch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingStructuralSupportSystem.StopActorRemovalBatch
// (Final, Native, Public, BlueprintCallable)

void UBuildingStructuralSupportSystem::StopActorRemovalBatch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "StopActorRemovalBatch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingStructuralSupportSystem.AreGridIndicesValid
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::AreGridIndicesValid(const struct FBuildingSupportCellIndex& GridIndices) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "AreGridIndicesValid");

	Params::BuildingStructuralSupportSystem_AreGridIndicesValid Parms{};

	Parms.GridIndices = std::move(GridIndices);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.AreNeighboringBuildingActorsConnected
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 NeighborOne                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 NeighborTwo                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::AreNeighboringBuildingActorsConnected(const class ABuildingSMActor* NeighborOne, const class ABuildingSMActor* NeighborTwo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "AreNeighboringBuildingActorsConnected");

	Params::BuildingStructuralSupportSystem_AreNeighboringBuildingActorsConnected Parms{};

	Parms.NeighborOne = NeighborOne;
	Parms.NeighborTwo = NeighborTwo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.AreNeighborsConnected
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 NeighborOne                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NeighborOneLoc                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         NeighborOneRot                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bNeighborOneMirrored                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 NeighborTwo                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NeighborTwoLoc                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         NeighborTwoRot                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bNeighborTwoMirrored                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::AreNeighborsConnected(const class ABuildingSMActor* NeighborOne, const struct FVector& NeighborOneLoc, const struct FRotator& NeighborOneRot, bool bNeighborOneMirrored, const class ABuildingSMActor* NeighborTwo, const struct FVector& NeighborTwoLoc, const struct FRotator& NeighborTwoRot, bool bNeighborTwoMirrored) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "AreNeighborsConnected");

	Params::BuildingStructuralSupportSystem_AreNeighborsConnected Parms{};

	Parms.NeighborOne = NeighborOne;
	Parms.NeighborOneLoc = std::move(NeighborOneLoc);
	Parms.NeighborOneRot = std::move(NeighborOneRot);
	Parms.bNeighborOneMirrored = bNeighborOneMirrored;
	Parms.NeighborTwo = NeighborTwo;
	Parms.NeighborTwoLoc = std::move(NeighborTwoLoc);
	Parms.NeighborTwoRot = std::move(NeighborTwoRot);
	Parms.bNeighborTwoMirrored = bNeighborTwoMirrored;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.CanAddBuildingActorClassToGrid
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass*                           BuildingSMActorClassToCheck                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           ExistingBuildings                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// EFortBuildPreviewMarkerOptionalAdjustmentMarkerOptionalAdjustment                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStaticOverlap                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortStructuralGridQueryResults         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::CanAddBuildingActorClassToGrid(class UObject* WorldContextObject, class UClass* BuildingSMActorClassToCheck, const struct FVector& Location, const struct FRotator& Rotation, bool bMirrored, TArray<class ABuildingActor*>* ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment* MarkerOptionalAdjustment, bool bAllowStaticOverlap) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "CanAddBuildingActorClassToGrid");

	Params::BuildingStructuralSupportSystem_CanAddBuildingActorClassToGrid Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BuildingSMActorClassToCheck = BuildingSMActorClassToCheck;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.bMirrored = bMirrored;
	Parms.bAllowStaticOverlap = bAllowStaticOverlap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ExistingBuildings != nullptr)
		*ExistingBuildings = std::move(Parms.ExistingBuildings);

	if (MarkerOptionalAdjustment != nullptr)
		*MarkerOptionalAdjustment = Parms.MarkerOptionalAdjustment;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.GetCenterCellActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* UBuildingStructuralSupportSystem::GetCenterCellActor(const struct FBuildingSupportCellIndex& GridIndices) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetCenterCellActor");

	Params::BuildingStructuralSupportSystem_GetCenterCellActor Parms{};

	Parms.GridIndices = std::move(GridIndices);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.GetFloorActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStructuralFloorPosition                FloorPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* UBuildingStructuralSupportSystem::GetFloorActor(const struct FBuildingSupportCellIndex& GridIndices, EStructuralFloorPosition FloorPosition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetFloorActor");

	Params::BuildingStructuralSupportSystem_GetFloorActor Parms{};

	Parms.GridIndices = std::move(GridIndices);
	Parms.FloorPosition = FloorPosition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.GetGridBox
// (Final, RequiredAPI, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        CellIndex                                              (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBox                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FBox UBuildingStructuralSupportSystem::GetGridBox(const struct FBuildingSupportCellIndex& CellIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetGridBox");

	Params::BuildingStructuralSupportSystem_GetGridBox Parms{};

	Parms.CellIndex = std::move(CellIndex);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.GetWallActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStructuralWallPosition                 WallPosition                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* UBuildingStructuralSupportSystem::GetWallActor(const struct FBuildingSupportCellIndex& GridIndices, EStructuralWallPosition WallPosition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "GetWallActor");

	Params::BuildingStructuralSupportSystem_GetWallActor Parms{};

	Parms.GridIndices = std::move(GridIndices);
	Parms.WallPosition = WallPosition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.IsBuildingActorStructurallySupported
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 ActorToCheck                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::IsBuildingActorStructurallySupported(const class ABuildingSMActor* ActorToCheck) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "IsBuildingActorStructurallySupported");

	Params::BuildingStructuralSupportSystem_IsBuildingActorStructurallySupported Parms{};

	Parms.ActorToCheck = ActorToCheck;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.IsWorldLocValid
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLoc                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::IsWorldLocValid(const struct FVector& WorldLoc) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "IsWorldLocValid");

	Params::BuildingStructuralSupportSystem_IsWorldLocValid Parms{};

	Parms.WorldLoc = std::move(WorldLoc);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_CanAddBuildingActorToGrid
// (Final, RequiredAPI, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 ActorToCheck                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           ExistingBuildings                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// EFortBuildPreviewMarkerOptionalAdjustmentMarkerOptionalAdjustment                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStaticOverlap                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortStructuralGridQueryResults         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddBuildingActorToGrid(class UObject* WorldContextObject, const class ABuildingSMActor* ActorToCheck, const struct FVector& Location, const struct FRotator& Rotation, bool bMirrored, TArray<class ABuildingActor*>* ExistingBuildings, EFortBuildPreviewMarkerOptionalAdjustment* MarkerOptionalAdjustment, bool bAllowStaticOverlap) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_CanAddBuildingActorToGrid");

	Params::BuildingStructuralSupportSystem_K2_CanAddBuildingActorToGrid Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ActorToCheck = ActorToCheck;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.bMirrored = bMirrored;
	Parms.bAllowStaticOverlap = bAllowStaticOverlap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ExistingBuildings != nullptr)
		*ExistingBuildings = std::move(Parms.ExistingBuildings);

	if (MarkerOptionalAdjustment != nullptr)
		*MarkerOptionalAdjustment = Parms.MarkerOptionalAdjustment;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_CanAddCenterCellActorToGrid
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       CenterCellType                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutHorizontalGridIdx                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           OutExistingBuildings                                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    OutbStructurallySupported                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStaticOverlap                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPerformCollisionChecks                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortStructuralGridQueryResults         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddCenterCellActorToGrid(const struct FVector& WorldLocation, const struct FBuildingSupportCellIndex& GridIndices, EFortBuildingType CenterCellType, int32* OutHorizontalGridIdx, TArray<class ABuildingActor*>* OutExistingBuildings, bool* OutbStructurallySupported, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_CanAddCenterCellActorToGrid");

	Params::BuildingStructuralSupportSystem_K2_CanAddCenterCellActorToGrid Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.GridIndices = std::move(GridIndices);
	Parms.CenterCellType = CenterCellType;
	Parms.bAllowStaticOverlap = bAllowStaticOverlap;
	Parms.bPerformCollisionChecks = bPerformCollisionChecks;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHorizontalGridIdx != nullptr)
		*OutHorizontalGridIdx = Parms.OutHorizontalGridIdx;

	if (OutExistingBuildings != nullptr)
		*OutExistingBuildings = std::move(Parms.OutExistingBuildings);

	if (OutbStructurallySupported != nullptr)
		*OutbStructurallySupported = Parms.OutbStructurallySupported;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_CanAddFloorActorToGrid
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       FloorType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStructuralFloorPosition                OutFloorPosition                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutFloorIdx                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           OutExistingBuildings                                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    OutbSupportedByWorld                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStaticOverlap                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPerformCollisionChecks                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortStructuralGridQueryResults         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddFloorActorToGrid(const struct FVector& WorldLocation, const struct FBuildingSupportCellIndex& GridIndices, EFortBuildingType FloorType, EStructuralFloorPosition* OutFloorPosition, int32* OutFloorIdx, TArray<class ABuildingActor*>* OutExistingBuildings, bool* OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_CanAddFloorActorToGrid");

	Params::BuildingStructuralSupportSystem_K2_CanAddFloorActorToGrid Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.GridIndices = std::move(GridIndices);
	Parms.FloorType = FloorType;
	Parms.bAllowStaticOverlap = bAllowStaticOverlap;
	Parms.bPerformCollisionChecks = bPerformCollisionChecks;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutFloorPosition != nullptr)
		*OutFloorPosition = Parms.OutFloorPosition;

	if (OutFloorIdx != nullptr)
		*OutFloorIdx = Parms.OutFloorIdx;

	if (OutExistingBuildings != nullptr)
		*OutExistingBuildings = std::move(Parms.OutExistingBuildings);

	if (OutbSupportedByWorld != nullptr)
		*OutbSupportedByWorld = Parms.OutbSupportedByWorld;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_CanAddWallActorToGrid
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       WallType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EStructuralWallPosition                 OutWallPosition                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutWallIdx                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           OutExistingBuildings                                   (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    OutbSupportedByWorld                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowStaticOverlap                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPerformCollisionChecks                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortStructuralGridQueryResults         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortStructuralGridQueryResults UBuildingStructuralSupportSystem::K2_CanAddWallActorToGrid(const struct FVector& WorldLocation, const struct FBuildingSupportCellIndex& GridIndices, EFortBuildingType WallType, EStructuralWallPosition* OutWallPosition, int32* OutWallIdx, TArray<class ABuildingActor*>* OutExistingBuildings, bool* OutbSupportedByWorld, bool bAllowStaticOverlap, bool bPerformCollisionChecks) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_CanAddWallActorToGrid");

	Params::BuildingStructuralSupportSystem_K2_CanAddWallActorToGrid Parms{};

	Parms.WorldLocation = std::move(WorldLocation);
	Parms.GridIndices = std::move(GridIndices);
	Parms.WallType = WallType;
	Parms.bAllowStaticOverlap = bAllowStaticOverlap;
	Parms.bPerformCollisionChecks = bPerformCollisionChecks;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWallPosition != nullptr)
		*OutWallPosition = Parms.OutWallPosition;

	if (OutWallIdx != nullptr)
		*OutWallIdx = Parms.OutWallIdx;

	if (OutExistingBuildings != nullptr)
		*OutExistingBuildings = std::move(Parms.OutExistingBuildings);

	if (OutbSupportedByWorld != nullptr)
		*OutbSupportedByWorld = Parms.OutbSupportedByWorld;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetGridBoxFromWorldLoc
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBox                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FBox UBuildingStructuralSupportSystem::K2_GetGridBoxFromWorldLoc(const struct FVector& WorldLocation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetGridBoxFromWorldLoc");

	Params::BuildingStructuralSupportSystem_K2_GetGridBoxFromWorldLoc Parms{};

	Parms.WorldLocation = std::move(WorldLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetNeighboringActorsForCenterCellActor
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        OutActorGridIndices                                    (Parm, OutParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingNeighboringActorInfo    OutNeighboringActors                                   (Parm, OutParm, NativeAccessSpecifierPublic)

void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForCenterCellActor(const struct FVector& WorldLocation, struct FBuildingSupportCellIndex* OutActorGridIndices, struct FBuildingNeighboringActorInfo* OutNeighboringActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetNeighboringActorsForCenterCellActor");

	Params::BuildingStructuralSupportSystem_K2_GetNeighboringActorsForCenterCellActor Parms{};

	Parms.WorldLocation = std::move(WorldLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorGridIndices != nullptr)
		*OutActorGridIndices = std::move(Parms.OutActorGridIndices);

	if (OutNeighboringActors != nullptr)
		*OutNeighboringActors = std::move(Parms.OutNeighboringActors);
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetNeighboringActorsForWallActor
// (Final, Native, Private, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        OutActorGridIndices                                    (Parm, OutParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingNeighboringActorInfo    OutNeighboringActors                                   (Parm, OutParm, NativeAccessSpecifierPublic)

void UBuildingStructuralSupportSystem::K2_GetNeighboringActorsForWallActor(const struct FVector& WorldLocation, struct FBuildingSupportCellIndex* OutActorGridIndices, struct FBuildingNeighboringActorInfo* OutNeighboringActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetNeighboringActorsForWallActor");

	Params::BuildingStructuralSupportSystem_K2_GetNeighboringActorsForWallActor Parms{};

	Parms.WorldLocation = std::move(WorldLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorGridIndices != nullptr)
		*OutActorGridIndices = std::move(Parms.OutActorGridIndices);

	if (OutNeighboringActors != nullptr)
		*OutNeighboringActors = std::move(Parms.OutNeighboringActors);
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetNeighboringBuildingActors
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortBuildingType                       BuildingType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WorldLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingSupportCellIndex        OutActorGridIndices                                    (Parm, OutParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBuildingNeighboringActorInfo    OutNeighboringActors                                   (Parm, OutParm, NativeAccessSpecifierPublic)

void UBuildingStructuralSupportSystem::K2_GetNeighboringBuildingActors(EFortBuildingType BuildingType, const struct FVector& WorldLocation, struct FBuildingSupportCellIndex* OutActorGridIndices, struct FBuildingNeighboringActorInfo* OutNeighboringActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetNeighboringBuildingActors");

	Params::BuildingStructuralSupportSystem_K2_GetNeighboringBuildingActors Parms{};

	Parms.BuildingType = BuildingType;
	Parms.WorldLocation = std::move(WorldLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActorGridIndices != nullptr)
		*OutActorGridIndices = std::move(Parms.OutActorGridIndices);

	if (OutNeighboringActors != nullptr)
		*OutNeighboringActors = std::move(Parms.OutNeighboringActors);
}


// Function FortniteGame.BuildingStructuralSupportSystem.K2_GetWorldLocFromGridIndices
// (Final, RequiredAPI, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBuildingSupportCellIndex        GridIndices                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutWorldLoc                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::K2_GetWorldLocFromGridIndices(const struct FBuildingSupportCellIndex& GridIndices, struct FVector* OutWorldLoc) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "K2_GetWorldLocFromGridIndices");

	Params::BuildingStructuralSupportSystem_K2_GetWorldLocFromGridIndices Parms{};

	Parms.GridIndices = std::move(GridIndices);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWorldLoc != nullptr)
		*OutWorldLoc = std::move(Parms.OutWorldLoc);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingStructuralSupportSystem.WouldBuildingBeStructurallySupportedByNeighbors
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 ActorToCheck                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingStructuralSupportSystem::WouldBuildingBeStructurallySupportedByNeighbors(const class ABuildingSMActor* ActorToCheck, const struct FVector& Location, const struct FRotator& Rotation, bool bMirrored) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingStructuralSupportSystem", "WouldBuildingBeStructurallySupportedByNeighbors");

	Params::BuildingStructuralSupportSystem_WouldBuildingBeStructurallySupportedByNeighbors Parms{};

	Parms.ActorToCheck = ActorToCheck;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.bMirrored = bMirrored;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.AddDamageComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              DamageComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::AddDamageComponent(class UPrimitiveComponent* DamageComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "AddDamageComponent");

	Params::BuildingTrap_AddDamageComponent Parms{};

	Parms.DamageComponent = DamageComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.AddTriggerComponent
// (Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              TriggerComponent                                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::AddTriggerComponent(class UPrimitiveComponent* TriggerComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "AddTriggerComponent");

	Params::BuildingTrap_AddTriggerComponent Parms{};

	Parms.TriggerComponent = TriggerComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.AttemptRetrigger
// (Native, Public, BlueprintCallable)
// Parameters:
// float                                   Seconds                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::AttemptRetrigger(float Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "AttemptRetrigger");

	Params::BuildingTrap_AttemptRetrigger Parms{};

	Parms.Seconds = Seconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.BP_OnTrigger
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class AActor*>                   TouchingActors                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bOutConsumeEvent                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::BP_OnTrigger(const TArray<class AActor*>& TouchingActors, bool* bOutConsumeEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "BP_OnTrigger");

	Params::BuildingTrap_BP_OnTrigger Parms{};

	Parms.TouchingActors = std::move(TouchingActors);

	UObject::ProcessEvent(Func, &Parms);

	if (bOutConsumeEvent != nullptr)
		*bOutConsumeEvent = Parms.bOutConsumeEvent;
}


// Function FortniteGame.BuildingTrap.FinishTrigger
// (Native, Public, BlueprintCallable)

void ABuildingTrap::FinishTrigger()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "FinishTrigger");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.GetArmTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetArmTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetArmTime");

	Params::BuildingTrap_GetArmTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetCenter
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector ABuildingTrap::GetCenter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetCenter");

	Params::BuildingTrap_GetCenter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetReloadTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetReloadTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetReloadTime");

	Params::BuildingTrap_GetReloadTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.OnDestroy
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingTrap::OnDestroy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnDestroy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnFinishedBuilding
// (Event, Public, BlueprintEvent)

void ABuildingTrap::OnFinishedBuilding()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnFinishedBuilding");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnInitAlteration
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UFortAlterationItemDefinition*    NewAlteration                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::OnInitAlteration(class UFortAlterationItemDefinition* NewAlteration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnInitAlteration");

	Params::BuildingTrap_OnInitAlteration Parms{};

	Parms.NewAlteration = NewAlteration;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrap.OnInitCosmeticAlterations
// (Event, Protected, BlueprintEvent)
// Parameters:
// struct FFortCosmeticModification        CosmeticMod                                            (Parm, NativeAccessSpecifierPublic)

void ABuildingTrap::OnInitCosmeticAlterations(const struct FFortCosmeticModification& CosmeticMod)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnInitCosmeticAlterations");

	Params::BuildingTrap_OnInitCosmeticAlterations Parms{};

	Parms.CosmeticMod = std::move(CosmeticMod);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrap.OnInitTeam
// (Event, Protected, BlueprintEvent)

void ABuildingTrap::OnInitTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnInitTeam");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnModifyTrapIncomingDamage
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutDamage                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOutConsumeEvent                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::OnModifyTrapIncomingDamage(float Damage, class AController* EventInstigator, class AActor* DamageCauser, float* OutDamage, bool* bOutConsumeEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnModifyTrapIncomingDamage");

	Params::BuildingTrap_OnModifyTrapIncomingDamage Parms{};

	Parms.Damage = Damage;
	Parms.EventInstigator = EventInstigator;
	Parms.DamageCauser = DamageCauser;

	UObject::ProcessEvent(Func, &Parms);

	if (OutDamage != nullptr)
		*OutDamage = Parms.OutDamage;

	if (bOutConsumeEvent != nullptr)
		*bOutConsumeEvent = Parms.bOutConsumeEvent;
}


// Function FortniteGame.BuildingTrap.OnOutOfDurability
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingTrap::OnOutOfDurability()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnOutOfDurability");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnPlaced
// (Event, Public, BlueprintEvent)

void ABuildingTrap::OnPlaced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnPlaced");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnReloadBegin
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingTrap::OnReloadBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnReloadBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnReloadEnd
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ABuildingTrap::OnReloadEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnReloadEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrap.OnRep_AttachedTo
// (Native, Protected)

void ABuildingTrap::OnRep_AttachedTo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnRep_AttachedTo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.OnRep_ReplicatedAppliedAlterations
// (Native, Protected)

void ABuildingTrap::OnRep_ReplicatedAppliedAlterations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnRep_ReplicatedAppliedAlterations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.OnTriggerEndTouch
// (Native, Public)
// Parameters:
// class UPrimitiveComponent*              OverlappedComponent                                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::OnTriggerEndTouch(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnTriggerEndTouch");

	Params::BuildingTrap_OnTriggerEndTouch Parms{};

	Parms.OverlappedComponent = OverlappedComponent;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.OnTriggerTouch
// (Native, Public, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingTrap::OnTriggerTouch(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "OnTriggerTouch");

	Params::BuildingTrap_OnTriggerTouch Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.ResetTeamOnMinigameEnd
// (Final, Native, Protected)

void ABuildingTrap::ResetTeamOnMinigameEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "ResetTeamOnMinigameEnd");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.SetAttachedTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingSMActor*                 ActorAttachedTo                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::SetAttachedTo(class ABuildingSMActor* ActorAttachedTo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "SetAttachedTo");

	Params::BuildingTrap_SetAttachedTo Parms{};

	Parms.ActorAttachedTo = ActorAttachedTo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.SetTeamForMinigameStart
// (Final, Native, Protected)

void ABuildingTrap::SetTeamForMinigameStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "SetTeamForMinigameStart");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.SpawnedFromItemDefinition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortTrapItemDefinition*          ItemDef                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InTrapLevel                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrap::SpawnedFromItemDefinition(const class UFortTrapItemDefinition* ItemDef, int32 InTrapLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "SpawnedFromItemDefinition");

	Params::BuildingTrap_SpawnedFromItemDefinition Parms{};

	Parms.ItemDef = ItemDef;
	Parms.InTrapLevel = InTrapLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrap.TriggerIfAppropriate
// (BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingTrap::TriggerIfAppropriate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "TriggerIfAppropriate");

	Params::BuildingTrap_TriggerIfAppropriate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.UseAttachedToWhenTargeted
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingTrap::UseAttachedToWhenTargeted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "UseAttachedToWhenTargeted");

	Params::BuildingTrap_UseAttachedToWhenTargeted Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.BP_ShouldTrigger
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// TArray<class AActor*>                   TouchingActors                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingTrap::BP_ShouldTrigger(const TArray<class AActor*>& TouchingActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "BP_ShouldTrigger");

	Params::BuildingTrap_BP_ShouldTrigger Parms{};

	Parms.TouchingActors = std::move(TouchingActors);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetAlterations
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortAlterationItemDefinition*> ABuildingTrap::GetAlterations() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetAlterations");

	Params::BuildingTrap_GetAlterations Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetBuildingAttachedTo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* ABuildingTrap::GetBuildingAttachedTo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetBuildingAttachedTo");

	Params::BuildingTrap_GetBuildingAttachedTo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetDamageDelay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetDamageDelay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetDamageDelay");

	Params::BuildingTrap_GetDamageDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetDurabilityPercent
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetDurabilityPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetDurabilityPercent");

	Params::BuildingTrap_GetDurabilityPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetFireDelay
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetFireDelay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetFireDelay");

	Params::BuildingTrap_GetFireDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetMaxDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float ABuildingTrap::GetMaxDurability() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetMaxDurability");

	Params::BuildingTrap_GetMaxDurability Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetTouchingDamageTargets
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTargetFilter                Filter                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> ABuildingTrap::GetTouchingDamageTargets(const struct FFortTargetFilter& Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetTouchingDamageTargets");

	Params::BuildingTrap_GetTouchingDamageTargets Parms{};

	Parms.Filter = std::move(Filter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetTrapLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingTrap::GetTrapLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetTrapLevel");

	Params::BuildingTrap_GetTrapLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.GetTrapRating
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ABuildingTrap::GetTrapRating() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "GetTrapRating");

	Params::BuildingTrap_GetTrapRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap.HasDurability
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingTrap::HasDurability() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap", "HasDurability");

	Params::BuildingTrap_HasDurability Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrap_WaypointDispenser.BP_SpawnWaypointActor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class ABuildingTrapFloor_Waypoint>Param_Class                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       SpawnTransform                                         (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingTrapFloor_Waypoint*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingTrapFloor_Waypoint* ABuildingTrap_WaypointDispenser::BP_SpawnWaypointActor(TSubclassOf<class ABuildingTrapFloor_Waypoint> Param_Class, const struct FTransform& SpawnTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrap_WaypointDispenser", "BP_SpawnWaypointActor");

	Params::BuildingTrap_WaypointDispenser_BP_SpawnWaypointActor Parms{};

	Parms.Param_Class = Param_Class;
	Parms.SpawnTransform = std::move(SpawnTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetDisplayTierAsText
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortDisplayTier                        Param_DisplayTier                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortWeaponItemDefinition::GetDisplayTierAsText(const EFortDisplayTier Param_DisplayTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWeaponItemDefinition", "GetDisplayTierAsText");

	Params::FortWeaponItemDefinition_GetDisplayTierAsText Parms{};

	Parms.Param_DisplayTier = Param_DisplayTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.AlwaysChargeUpToMin
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponItemDefinition::AlwaysChargeUpToMin() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "AlwaysChargeUpToMin");

	Params::FortWeaponItemDefinition_AlwaysChargeUpToMin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetAnalyticTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class FName>               ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<class FName> UFortWeaponItemDefinition::GetAnalyticTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetAnalyticTags");

	Params::FortWeaponItemDefinition_GetAnalyticTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetBaseAlteration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAlterationItemDefinition*    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseAlteration() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetBaseAlteration");

	Params::FortWeaponItemDefinition_GetBaseAlteration Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetBaseCosmeticAlteration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAlterationItemDefinition*    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAlterationItemDefinition* UFortWeaponItemDefinition::GetBaseCosmeticAlteration() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetBaseCosmeticAlteration");

	Params::FortWeaponItemDefinition_GetBaseCosmeticAlteration Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetDegradedPercentage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWeaponItemDefinition::GetDegradedPercentage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetDegradedPercentage");

	Params::FortWeaponItemDefinition_GetDegradedPercentage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetDisplayTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDisplayTier                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDisplayTier UFortWeaponItemDefinition::GetDisplayTier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetDisplayTier");

	Params::FortWeaponItemDefinition_GetDisplayTier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetEquippedAbilities
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<TSubclassOf<class UFortGameplayAbility>>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, UObjectWrapper, NativeAccessSpecifierPublic)

TArray<TSubclassOf<class UFortGameplayAbility>> UFortWeaponItemDefinition::GetEquippedAbilities() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetEquippedAbilities");

	Params::FortWeaponItemDefinition_GetEquippedAbilities Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetHitNotifyDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWeaponItemDefinition::GetHitNotifyDuration() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetHitNotifyDuration");

	Params::FortWeaponItemDefinition_GetHitNotifyDuration Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetHitNotifyImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetHitNotifyImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetHitNotifyImage");

	Params::FortWeaponItemDefinition_GetHitNotifyImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetHitNotifyLocationImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetHitNotifyLocationImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetHitNotifyLocationImage");

	Params::FortWeaponItemDefinition_GetHitNotifyLocationImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetHitNotifyOpacityCurve
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UCurveFloat*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UCurveFloat* UFortWeaponItemDefinition::GetHitNotifyOpacityCurve() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetHitNotifyOpacityCurve");

	Params::FortWeaponItemDefinition_GetHitNotifyOpacityCurve Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetLowAmmoPercentage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortWeaponItemDefinition::GetLowAmmoPercentage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetLowAmmoPercentage");

	Params::FortWeaponItemDefinition_GetLowAmmoPercentage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetMuzzleBlockedImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetMuzzleBlockedImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetMuzzleBlockedImage");

	Params::FortWeaponItemDefinition_GetMuzzleBlockedImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetPrimaryFireAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortGameplayAbility> ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortGameplayAbility> UFortWeaponItemDefinition::GetPrimaryFireAbility() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetPrimaryFireAbility");

	Params::FortWeaponItemDefinition_GetPrimaryFireAbility Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReloadAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortGameplayAbility> ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortGameplayAbility> UFortWeaponItemDefinition::GetReloadAbility() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReloadAbility");

	Params::FortWeaponItemDefinition_GetReloadAbility Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleAutoFireImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetReticleAutoFireImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleAutoFireImage");

	Params::FortWeaponItemDefinition_GetReticleAutoFireImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleCenterImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetReticleCenterImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleCenterImage");

	Params::FortWeaponItemDefinition_GetReticleCenterImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleCenterImageOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D UFortWeaponItemDefinition::GetReticleCenterImageOffset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleCenterImageOffset");

	Params::FortWeaponItemDefinition_GetReticleCenterImageOffset Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleCenterPerfectAimImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetReticleCenterPerfectAimImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleCenterPerfectAimImage");

	Params::FortWeaponItemDefinition_GetReticleCenterPerfectAimImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleCornerAngles
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<float>                     ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<float> UFortWeaponItemDefinition::GetReticleCornerAngles() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleCornerAngles");

	Params::FortWeaponItemDefinition_GetReticleCornerAngles Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetReticleImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleImage");

	Params::FortWeaponItemDefinition_GetReticleImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetReticleInvalidTargetImage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortWeaponItemDefinition::GetReticleInvalidTargetImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetReticleInvalidTargetImage");

	Params::FortWeaponItemDefinition_GetReticleInvalidTargetImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetSecondaryFireAbility
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortGameplayAbility> ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortGameplayAbility> UFortWeaponItemDefinition::GetSecondaryFireAbility() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetSecondaryFireAbility");

	Params::FortWeaponItemDefinition_GetSecondaryFireAbility Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetShortDisplayName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortWeaponItemDefinition::GetShortDisplayName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetShortDisplayName");

	Params::FortWeaponItemDefinition_GetShortDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetTriggerType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortWeaponTriggerType                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortWeaponTriggerType UFortWeaponItemDefinition::GetTriggerType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetTriggerType");

	Params::FortWeaponItemDefinition_GetTriggerType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetUsesCustomAmmoType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponItemDefinition::GetUsesCustomAmmoType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetUsesCustomAmmoType");

	Params::FortWeaponItemDefinition_GetUsesCustomAmmoType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetWeaponActorClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortWeapon>          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortWeapon> UFortWeaponItemDefinition::GetWeaponActorClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetWeaponActorClass");

	Params::FortWeaponItemDefinition_GetWeaponActorClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetWeaponMeshOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMesh*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMesh* UFortWeaponItemDefinition::GetWeaponMeshOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetWeaponMeshOverride");

	Params::FortWeaponItemDefinition_GetWeaponMeshOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.GetWeaponStatHandle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FDataTableRowHandle UFortWeaponItemDefinition::GetWeaponStatHandle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "GetWeaponStatHandle");

	Params::FortWeaponItemDefinition_GetWeaponStatHandle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.HasUniqueAmmo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortWeaponItemDefinition::HasUniqueAmmo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "HasUniqueAmmo");

	Params::FortWeaponItemDefinition_HasUniqueAmmo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.ShouldAllowTargetingDuringReload
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponItemDefinition::ShouldAllowTargetingDuringReload() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "ShouldAllowTargetingDuringReload");

	Params::FortWeaponItemDefinition_ShouldAllowTargetingDuringReload Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponItemDefinition.TargetingPreventsReload
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponItemDefinition::TargetingPreventsReload() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponItemDefinition", "TargetingPreventsReload");

	Params::FortWeaponItemDefinition_TargetingPreventsReload Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapCeiling_Falling.TrapActivated
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                                   CooldownDuration                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapCeiling_Falling::TrapActivated(const float CooldownDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapCeiling_Falling", "TrapActivated");

	Params::BuildingTrapCeiling_Falling_TrapActivated Parms{};

	Parms.CooldownDuration = CooldownDuration;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrapDefender.ClearCurrentDefender
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bForceKillDefender                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapDefender::ClearCurrentDefender(bool bForceKillDefender)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "ClearCurrentDefender");

	Params::BuildingTrapDefender_ClearCurrentDefender Parms{};

	Parms.bForceKillDefender = bForceKillDefender;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrapDefender.DeployDefender
// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            ItemSelectorPC                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDefenderItem*                InDefenderItem                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             InDefenderSquadId                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem*                   WeaponToGive                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmmoQuantity                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapDefender::DeployDefender(const class AFortPlayerController* ItemSelectorPC, const class UFortDefenderItem* InDefenderItem, const class FName& InDefenderSquadId, const class UFortWorldItem* WeaponToGive, const int32 AmmoQuantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "DeployDefender");

	Params::BuildingTrapDefender_DeployDefender Parms{};

	Parms.ItemSelectorPC = ItemSelectorPC;
	Parms.InDefenderItem = InDefenderItem;
	Parms.InDefenderSquadId = InDefenderSquadId;
	Parms.WeaponToGive = WeaponToGive;
	Parms.AmmoQuantity = AmmoQuantity;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrapDefender.GetLastInteractErrorText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText ABuildingTrapDefender::GetLastInteractErrorText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "GetLastInteractErrorText");

	Params::BuildingTrapDefender_GetLastInteractErrorText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapDefender.OnRep_DefenderItemDefinition
// (Event, Protected, BlueprintEvent)

void ABuildingTrapDefender::OnRep_DefenderItemDefinition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "OnRep_DefenderItemDefinition");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrapDefender.OnRep_DefenderPawn
// (Event, Protected, BlueprintEvent)

void ABuildingTrapDefender::OnRep_DefenderPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "OnRep_DefenderPawn");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrapDefender.RemoveCurrentDefender
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerStateZone*             RequestingPlayer                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRemovalCausedByPlayerJoin                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapDefender::RemoveCurrentDefender(class AFortPlayerStateZone* RequestingPlayer, bool bRemovalCausedByPlayerJoin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "RemoveCurrentDefender");

	Params::BuildingTrapDefender_RemoveCurrentDefender Parms{};

	Parms.RequestingPlayer = RequestingPlayer;
	Parms.bRemovalCausedByPlayerJoin = bRemovalCausedByPlayerJoin;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.BuildingTrapDefender.SpawnDefenderfromItem
// (Final, BlueprintAuthorityOnly, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 DefenderItem                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             DefenderSquadId                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       SpawnTransform                                         (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           InOwner                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIPawn*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIPawn* ABuildingTrapDefender::SpawnDefenderfromItem(class UFortAccountItem* DefenderItem, const class FName& DefenderSquadId, const struct FTransform& SpawnTransform, class AActor* InOwner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "SpawnDefenderfromItem");

	Params::BuildingTrapDefender_SpawnDefenderfromItem Parms{};

	Parms.DefenderItem = DefenderItem;
	Parms.DefenderSquadId = DefenderSquadId;
	Parms.SpawnTransform = std::move(SpawnTransform);
	Parms.InOwner = InOwner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapDefender.SupplyDefender
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortWorldItem*                   WeaponToGive                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   AmmoQuantity                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapDefender::SupplyDefender(const class UFortWorldItem* WeaponToGive, const int32 AmmoQuantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "SupplyDefender");

	Params::BuildingTrapDefender_SupplyDefender Parms{};

	Parms.WeaponToGive = WeaponToGive;
	Parms.AmmoQuantity = AmmoQuantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapDefender.TakeWeaponAwayFromDefender
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortWorldItem*                   WeaponToTakeAway                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItem* ABuildingTrapDefender::TakeWeaponAwayFromDefender(class UFortWorldItem* WeaponToTakeAway)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "TakeWeaponAwayFromDefender");

	Params::BuildingTrapDefender_TakeWeaponAwayFromDefender Parms{};

	Parms.WeaponToTakeAway = WeaponToTakeAway;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapDefender.GetDefenderSpawnTransform
// (Event, Public, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ABuildingTrapDefender::GetDefenderSpawnTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapDefender", "GetDefenderSpawnTransform");

	Params::BuildingTrapDefender_GetDefenderSpawnTransform Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_MCPContextConsumeItem.ConsumeItem
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortMcpContext*                  Param_MCPContext                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        Param_ItemToConsume                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 Param_TargetAccountId                                  (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_MCPContextConsumeItem*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_MCPContextConsumeItem* UFortAsyncAction_MCPContextConsumeItem::ConsumeItem(const class UFortMcpContext* Param_MCPContext, const class UFortItem* Param_ItemToConsume, const struct FUniqueNetIdRepl& Param_TargetAccountId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_MCPContextConsumeItem", "ConsumeItem");

	Params::FortAsyncAction_MCPContextConsumeItem_ConsumeItem Parms{};

	Parms.Param_MCPContext = Param_MCPContext;
	Parms.Param_ItemToConsume = Param_ItemToConsume;
	Parms.Param_TargetAccountId = std::move(Param_TargetAccountId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAsyncAction_MCPContextConsumeItem.OnMCPRequestComplete__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortAsyncAction_MCPContextConsumeItem::OnMCPRequestComplete__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_MCPContextConsumeItem", "OnMCPRequestComplete__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.DeployableBasePlot.GetPlayerStart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStart*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerStart* ADeployableBasePlot::GetPlayerStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "GetPlayerStart");

	Params::DeployableBasePlot_GetPlayerStart Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBasePlot.HandleBuildingStateTransition
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// EDeployableBaseBuildingState            InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeployableBaseBuildingState            InCurrentState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ADeployableBasePlot::HandleBuildingStateTransition(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "HandleBuildingStateTransition");

	Params::DeployableBasePlot_HandleBuildingStateTransition Parms{};

	Parms.InPreviousState = InPreviousState;
	Parms.InCurrentState = InCurrentState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.OnBuildingStateTransition
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EDeployableBaseBuildingState            InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeployableBaseBuildingState            InCurrentState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ADeployableBasePlot::OnBuildingStateTransition(EDeployableBaseBuildingState InPreviousState, EDeployableBaseBuildingState InCurrentState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "OnBuildingStateTransition");

	Params::DeployableBasePlot_OnBuildingStateTransition Parms{};

	Parms.InPreviousState = InPreviousState;
	Parms.InCurrentState = InCurrentState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.OnCurrentBuildingStateSet
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EDeployableBaseBuildingState            InCurrentBuildingState                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ADeployableBasePlot::OnCurrentBuildingStateSet(EDeployableBaseBuildingState InCurrentBuildingState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "OnCurrentBuildingStateSet");

	Params::DeployableBasePlot_OnCurrentBuildingStateSet Parms{};

	Parms.InCurrentBuildingState = InCurrentBuildingState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.OnRep_BuildableSpaceExpansionVector
// (Final, Native, Protected)

void ADeployableBasePlot::OnRep_BuildableSpaceExpansionVector()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "OnRep_BuildableSpaceExpansionVector");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.OnRep_CurrentBuildingState
// (Final, Native, Protected)

void ADeployableBasePlot::OnRep_CurrentBuildingState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "OnRep_CurrentBuildingState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.OnRep_OccupantNetID
// (Final, Native, Protected)

void ADeployableBasePlot::OnRep_OccupantNetID()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "OnRep_OccupantNetID");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.SetContextComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              ContextComponent                                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ADeployableBasePlot::SetContextComponent(class UPrimitiveComponent* ContextComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "SetContextComponent");

	Params::DeployableBasePlot_SetContextComponent Parms{};

	Parms.ContextComponent = ContextComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeployableBasePlot.GetNumOfItemsInPlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 ADeployableBasePlot::GetNumOfItemsInPlot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "GetNumOfItemsInPlot");

	Params::DeployableBasePlot_GetNumOfItemsInPlot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBasePlot.GetOccupantNetID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FUniqueNetIdRepl           ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const struct FUniqueNetIdRepl ADeployableBasePlot::GetOccupantNetID() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "GetOccupantNetID");

	Params::DeployableBasePlot_GetOccupantNetID Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBasePlot.IsBuildingActorWithinBuildableSpace
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingActor*                   ActorToCheck                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          GridLocation                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ADeployableBasePlot::IsBuildingActorWithinBuildableSpace(const class ABuildingActor* ActorToCheck, const struct FVector& GridLocation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "IsBuildingActorWithinBuildableSpace");

	Params::DeployableBasePlot_IsBuildingActorWithinBuildableSpace Parms{};

	Parms.ActorToCheck = ActorToCheck;
	Parms.GridLocation = std::move(GridLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBasePlot.IsOccupant
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 UserId                                                 (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ADeployableBasePlot::IsOccupant(const struct FUniqueNetIdRepl& UserId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "IsOccupant");

	Params::DeployableBasePlot_IsOccupant Parms{};

	Parms.UserId = std::move(UserId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBasePlot.IsOccupied
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ADeployableBasePlot::IsOccupied() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBasePlot", "IsOccupied");

	Params::DeployableBasePlot_IsOccupied Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_DeimosSpawner.MinigameEnded
// (Native, Event, Public, BlueprintEvent)

void ABuildingTrapFloor_DeimosSpawner::MinigameEnded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_DeimosSpawner", "MinigameEnded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_DeimosSpawner.MinigameStarted
// (Native, Event, Public, BlueprintEvent)

void ABuildingTrapFloor_DeimosSpawner::MinigameStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_DeimosSpawner", "MinigameStarted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_DeimosSpawner.SetSpawnLocation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*                  Param_SpawnLocation                                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_DeimosSpawner::SetSpawnLocation(class USceneComponent* Param_SpawnLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_DeimosSpawner", "SetSpawnLocation");

	Params::BuildingTrapFloor_DeimosSpawner_SetSpawnLocation Parms{};

	Parms.Param_SpawnLocation = Param_SpawnLocation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_DeimosSpawner.SpawnRift
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          SpawnPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_DeimosSpawner::SpawnRift(const struct FVector& SpawnPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_DeimosSpawner", "SpawnRift");

	Params::BuildingTrapFloor_DeimosSpawner_SpawnRift Parms{};

	Parms.SpawnPosition = std::move(SpawnPosition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeVolumeLinkComponent.GetLinkedVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* UFortCreativeVolumeLinkComponent::GetLinkedVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeVolumeLinkComponent", "GetLinkedVolume");

	Params::FortCreativeVolumeLinkComponent_GetLinkedVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCreativeVolumeLinkComponent.OnLinkedVolumeSettingsChanged
// (Final, Native, Public, HasOutParams)
// Parameters:
// struct FPropertyOverrideData            OverrideData                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortCreativeVolumeLinkComponent::OnLinkedVolumeSettingsChanged(const struct FPropertyOverrideData& OverrideData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeVolumeLinkComponent", "OnLinkedVolumeSettingsChanged");

	Params::FortCreativeVolumeLinkComponent_OnLinkedVolumeSettingsChanged Parms{};

	Parms.OverrideData = std::move(OverrideData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Launch.GetImpulseDirection
// (Event, Protected, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                           LaunchingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector ABuildingTrapFloor_Launch::GetImpulseDirection(class AActor* LaunchingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Launch", "GetImpulseDirection");

	Params::BuildingTrapFloor_Launch_GetImpulseDirection Parms{};

	Parms.LaunchingActor = LaunchingActor;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_Turret.ActivateTurret
// (Final, Native, Public)

void ABuildingTrapFloor_Turret::ActivateTurret()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "ActivateTurret");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.AddOverlapComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              OverlapComponent                                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Turret::AddOverlapComponent(class UPrimitiveComponent* OverlapComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "AddOverlapComponent");

	Params::BuildingTrapFloor_Turret_AddOverlapComponent Parms{};

	Parms.OverlapComponent = OverlapComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.BindTimers
// (Final, Native, Public)

void ABuildingTrapFloor_Turret::BindTimers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "BindTimers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.ConsumeAmmo
// (Final, Native, Public, BlueprintCallable)

void ABuildingTrapFloor_Turret::ConsumeAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "ConsumeAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.DeactivateTurret
// (Final, Native, Public)

void ABuildingTrapFloor_Turret::DeactivateTurret()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "DeactivateTurret");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.FinishReload
// (Final, Native, Public, BlueprintCallable)

void ABuildingTrapFloor_Turret::FinishReload()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "FinishReload");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.FireTurret
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::FireTurret()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "FireTurret");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.GetClosestTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* ABuildingTrapFloor_Turret::GetClosestTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "GetClosestTarget");

	Params::BuildingTrapFloor_Turret_GetClosestTarget Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_Turret.GetTarget
// (Final, Native, Public)
// Parameters:
// class AFortPawn*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn* ABuildingTrapFloor_Turret::GetTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "GetTarget");

	Params::BuildingTrapFloor_Turret_GetTarget Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_Turret.MinigameEnded
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::MinigameEnded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "MinigameEnded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.MinigameStarted
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::MinigameStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "MinigameStarted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.OnEnterTurretRange
// (Final, Native, Private, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Turret::OnEnterTurretRange(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "OnEnterTurretRange");

	Params::BuildingTrapFloor_Turret_OnEnterTurretRange Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.OnLeaveTurretRange
// (Final, Native, Private)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Turret::OnLeaveTurretRange(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "OnLeaveTurretRange");

	Params::BuildingTrapFloor_Turret_OnLeaveTurretRange Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.OnRep_CurrentlyActive
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::OnRep_CurrentlyActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "OnRep_CurrentlyActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.PerformGunRotation
// (Final, Native, Private, HasOutParams, HasDefaults)
// Parameters:
// class AFortPawn*                        TargetActor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          AimLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         CurrentRotation                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class USceneComponent*                  RotateComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Turret::PerformGunRotation(const class AFortPawn* TargetActor, const struct FVector& AimLocation, const struct FRotator& CurrentRotation, class USceneComponent* RotateComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "PerformGunRotation");

	Params::BuildingTrapFloor_Turret_PerformGunRotation Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AimLocation = std::move(AimLocation);
	Parms.CurrentRotation = std::move(CurrentRotation);
	Parms.RotateComponent = RotateComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.RotateTurretClient
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::RotateTurretClient()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "RotateTurretClient");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.RotateTurretServer
// (Final, Native, Private)

void ABuildingTrapFloor_Turret::RotateTurretServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "RotateTurretServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.SetTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPawn*                        NewTarget                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Turret::SetTarget(class AFortPawn* NewTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "SetTarget");

	Params::BuildingTrapFloor_Turret_SetTarget Parms{};

	Parms.NewTarget = NewTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Turret.UnbindTimers
// (Final, Native, Public)

void ABuildingTrapFloor_Turret::UnbindTimers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Turret", "UnbindTimers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMeshNetworkFunctionLibrary.FireEvent_MeshHeartbeat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMeshNetworkFunctionLibrary::FireEvent_MeshHeartbeat(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMeshNetworkFunctionLibrary", "FireEvent_MeshHeartbeat");

	Params::FortMeshNetworkFunctionLibrary_FireEvent_MeshHeartbeat Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.AddGoalsToWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FFortAIGoalInfo>          GoalInfos                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAIGoalManager::AddGoalsToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalsToWorldAssignment");

	Params::FortAIGoalManager_AddGoalsToWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.GoalInfos = std::move(GoalInfos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.AddGoalToWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortAIGoalInfo                  GoalInfo                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIGoalManager::AddGoalToWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "AddGoalToWorldAssignment");

	Params::FortAIGoalManager_AddGoalToWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.GoalInfo = std::move(GoalInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.CreateWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      WorldAssignmentIdentifier                              (Parm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIGoalProvider>  GoalProvider                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, OutParm, NativeAccessSpecifierPublic)
// EAssignmentCreationResult               CreationResult                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::CreateWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& WorldAssignmentIdentifier, class UFortAIAssignmentSettings* AssignmentSettings, TSubclassOf<class UFortAIGoalProvider> GoalProvider, struct FFortAIAssignmentIdentifier* AssignmentIdentifier, EAssignmentCreationResult* CreationResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "CreateWorldAssignment");

	Params::FortAIGoalManager_CreateWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WorldAssignmentIdentifier = std::move(WorldAssignmentIdentifier);
	Parms.AssignmentSettings = AssignmentSettings;
	Parms.GoalProvider = GoalProvider;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AssignmentIdentifier != nullptr)
		*AssignmentIdentifier = std::move(Parms.AssignmentIdentifier);

	if (CreationResult != nullptr)
		*CreationResult = Parms.CreationResult;
}


// Function FortniteGame.FortAIGoalManager.MakeGoalFromActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAIGoalInfo                  Goal                                                   (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           GoalActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bActorAlwaysPerceived                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bGoalActorAllowsUndermining                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::MakeGoalFromActor(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, class AActor* GoalActor, bool bActorAlwaysPerceived, bool bGoalActorAllowsUndermining)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromActor");

	Params::FortAIGoalManager_MakeGoalFromActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GoalActor = GoalActor;
	Parms.bActorAlwaysPerceived = bActorAlwaysPerceived;
	Parms.bGoalActorAllowsUndermining = bGoalActorAllowsUndermining;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Goal != nullptr)
		*Goal = std::move(Parms.Goal);
}


// Function FortniteGame.FortAIGoalManager.MakeGoalFromLocation
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortAIGoalInfo                  Goal                                                   (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          GoalLocation                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::MakeGoalFromLocation(struct FFortAIGoalInfo* Goal, const class UObject* WorldContextObject, const struct FVector& GoalLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalFromLocation");

	Params::FortAIGoalManager_MakeGoalFromLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GoalLocation = std::move(GoalLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Goal != nullptr)
		*Goal = std::move(Parms.Goal);
}


// Function FortniteGame.FortAIGoalManager.MakeGoalsFromActors
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>          Goals                                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   GoalActors                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bActorsAlwaysPerceived                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bGoalActorsAllowUndermining                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::MakeGoalsFromActors(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<class AActor*>& GoalActors, bool bActorsAlwaysPerceived, bool bGoalActorsAllowUndermining)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromActors");

	Params::FortAIGoalManager_MakeGoalsFromActors Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GoalActors = std::move(GoalActors);
	Parms.bActorsAlwaysPerceived = bActorsAlwaysPerceived;
	Parms.bGoalActorsAllowUndermining = bGoalActorsAllowUndermining;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Goals != nullptr)
		*Goals = std::move(Parms.Goals);
}


// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocations
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>          Goals                                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  GoalLocations                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAIGoalManager::MakeGoalsFromLocations(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocations");

	Params::FortAIGoalManager_MakeGoalsFromLocations Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GoalLocations = std::move(GoalLocations);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Goals != nullptr)
		*Goals = std::move(Parms.Goals);
}


// Function FortniteGame.FortAIGoalManager.MakeGoalsFromLocationsAndActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortAIGoalInfo>          Goals                                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  GoalLocations                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           GoalActor                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::MakeGoalsFromLocationsAndActor(TArray<struct FFortAIGoalInfo>* Goals, const class UObject* WorldContextObject, const TArray<struct FVector>& GoalLocations, const class AActor* GoalActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "MakeGoalsFromLocationsAndActor");

	Params::FortAIGoalManager_MakeGoalsFromLocationsAndActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.GoalLocations = std::move(GoalLocations);
	Parms.GoalActor = GoalActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Goals != nullptr)
		*Goals = std::move(Parms.Goals);
}


// Function FortniteGame.FortAIGoalManager.RemoveGoalFromWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortAIGoalInfo                  GoalInfo                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIGoalManager::RemoveGoalFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const struct FFortAIGoalInfo& GoalInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalFromWorldAssignment");

	Params::FortAIGoalManager_RemoveGoalFromWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.GoalInfo = std::move(GoalInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.RemoveGoalsFromWorldAssignment
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FFortAIGoalInfo>          GoalInfos                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAIGoalManager::RemoveGoalsFromWorldAssignment(class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier, const TArray<struct FFortAIGoalInfo>& GoalInfos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveGoalsFromWorldAssignment");

	Params::FortAIGoalManager_RemoveGoalsFromWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);
	Parms.GoalInfos = std::move(GoalInfos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.RemoveWorldAssignment
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAIAssignmentIdentifier      AssignmentIdentifier                                   (Parm, NativeAccessSpecifierPublic)

void AFortAIGoalManager::RemoveWorldAssignment(const class UObject* WorldContextObject, const struct FFortAIAssignmentIdentifier& AssignmentIdentifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "RemoveWorldAssignment");

	Params::FortAIGoalManager_RemoveWorldAssignment Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.AssignmentIdentifier = std::move(AssignmentIdentifier);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.SetCurrentGoalDiscouragement
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContext                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIController*                AI                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::SetCurrentGoalDiscouragement(class UObject* WorldContext, class AFortAIController* AI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIGoalManager", "SetCurrentGoalDiscouragement");

	Params::FortAIGoalManager_SetCurrentGoalDiscouragement Parms{};

	Parms.WorldContext = WorldContext;
	Parms.AI = AI;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.AddGoal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           GoalActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        GoalSettings                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::AddGoal(class AActor* GoalActor, class UFortAIAssignmentSettings* GoalSettings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalManager", "AddGoal");

	Params::FortAIGoalManager_AddGoal Parms{};

	Parms.GoalActor = GoalActor;
	Parms.GoalSettings = GoalSettings;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.AddGoalActorToAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignment*                Assignment                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           GoalActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIGoalManager::AddGoalActorToAssignment(class UFortAIAssignment* Assignment, class AActor* GoalActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalManager", "AddGoalActorToAssignment");

	Params::FortAIGoalManager_AddGoalActorToAssignment Parms{};

	Parms.Assignment = Assignment;
	Parms.GoalActor = GoalActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalManager.AddWorldAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           GoalActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIAssignment* AFortAIGoalManager::AddWorldAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalManager", "AddWorldAssignment");

	Params::FortAIGoalManager_AddWorldAssignment Parms{};

	Parms.AssignmentSettings = AssignmentSettings;
	Parms.GoalActor = GoalActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.CaptureWaypoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  Capturer                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ABuildingTrapFloor_Waypoint::CaptureWaypoint(class AFortPlayerPawn* Capturer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "CaptureWaypoint");

	Params::BuildingTrapFloor_Waypoint_CaptureWaypoint Parms{};

	Parms.Capturer = Capturer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.IsCurrentWaypoint
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingTrapFloor_Waypoint::IsCurrentWaypoint(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "IsCurrentWaypoint");

	Params::BuildingTrapFloor_Waypoint_IsCurrentWaypoint Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.OnRep_WaypointGroup
// (Final, Native, Public)

void ABuildingTrapFloor_Waypoint::OnRep_WaypointGroup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "OnRep_WaypointGroup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.OnSpawnSpline
// (Event, Public, BlueprintEvent)

void ABuildingTrapFloor_Waypoint::OnSpawnSpline()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "OnSpawnSpline");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.OnWaypointCaptured
// (Event, Public, BlueprintEvent)

void ABuildingTrapFloor_Waypoint::OnWaypointCaptured()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "OnWaypointCaptured");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingTrapFloor_Waypoint.OnWaypointReset
// (Event, Public, BlueprintEvent)

void ABuildingTrapFloor_Waypoint::OnWaypointReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTrapFloor_Waypoint", "OnWaypointReset");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMcpProfileCommonCore.ClaimImportFriendsReward
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// ESocialImportPanelPlatform              Network                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::ClaimImportFriendsReward(ESocialImportPanelPlatform Network, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "ClaimImportFriendsReward");

	Params::FortMcpProfileCommonCore_ClaimImportFriendsReward Parms{};

	Parms.Network = Network;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.ClaimMfaEnabled
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// bool                                    bClaimForStw                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::ClaimMfaEnabled(bool bClaimForStw, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "ClaimMfaEnabled");

	Params::FortMcpProfileCommonCore_ClaimMfaEnabled Parms{};

	Parms.bClaimForStw = bClaimForStw;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.IssueFriendCode
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           CodeTokenType                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::IssueFriendCode(const class FString& CodeTokenType, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "IssueFriendCode");

	Params::FortMcpProfileCommonCore_IssueFriendCode Parms{};

	Parms.CodeTokenType = std::move(CodeTokenType);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.RefundMtxPurchase
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PurchaseId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::RefundMtxPurchase(const class FString& PurchaseId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "RefundMtxPurchase");

	Params::FortMcpProfileCommonCore_RefundMtxPurchase Parms{};

	Parms.PurchaseId = std::move(PurchaseId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.RemoveGiftBox
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           GiftBoxItemId                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::RemoveGiftBox(const class FString& GiftBoxItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "RemoveGiftBox");

	Params::FortMcpProfileCommonCore_RemoveGiftBox Parms{};

	Parms.GiftBoxItemId = std::move(GiftBoxItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.SetAffiliateName
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           AffiliateName                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::SetAffiliateName(const class FString& AffiliateName, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "SetAffiliateName");

	Params::FortMcpProfileCommonCore_SetAffiliateName Parms{};

	Parms.AffiliateName = std::move(AffiliateName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.SetBansViewed
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::SetBansViewed(struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "SetBansViewed");

	Params::FortMcpProfileCommonCore_SetBansViewed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.SetMtxPlatform
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           NewPlatform                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::SetMtxPlatform(const class FString& NewPlatform, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "SetMtxPlatform");

	Params::FortMcpProfileCommonCore_SetMtxPlatform Parms{};

	Parms.NewPlatform = std::move(NewPlatform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.SetReceiveGiftsEnabled
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// bool                                    bReceiveGifts                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::SetReceiveGiftsEnabled(bool bReceiveGifts, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "SetReceiveGiftsEnabled");

	Params::FortMcpProfileCommonCore_SetReceiveGiftsEnabled Parms{};

	Parms.bReceiveGifts = bReceiveGifts;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonCore.TwitchUpdateBroadcasterRegistration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           AccessToken                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ChannelId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonCore::TwitchUpdateBroadcasterRegistration(const class FString& AccessToken, const class FString& ChannelId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonCore", "TwitchUpdateBroadcasterRegistration");

	Params::FortMcpProfileCommonCore_TwitchUpdateBroadcasterRegistration Parms{};

	Parms.AccessToken = std::move(AccessToken);
	Parms.ChannelId = std::move(ChannelId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortAIEncounterInfo.CreateEncounterAssignment
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIAssignmentSettings*        AssignmentSettings                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           GoalActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIAssignment* UFortAIEncounterInfo::CreateEncounterAssignment(class UFortAIAssignmentSettings* AssignmentSettings, class AActor* GoalActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "CreateEncounterAssignment");

	Params::FortAIEncounterInfo_CreateEncounterAssignment Parms{};

	Parms.AssignmentSettings = AssignmentSettings;
	Parms.GoalActor = GoalActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.GetEncounterDataManager
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIDirectorDataManager*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIDirectorDataManager* UFortAIEncounterInfo::GetEncounterDataManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterDataManager");

	Params::FortAIEncounterInfo_GetEncounterDataManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.GetEncounterTimeSeconds
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortAIEncounterInfo::GetEncounterTimeSeconds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterTimeSeconds");

	Params::FortAIEncounterInfo_GetEncounterTimeSeconds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.GroupHasAIRemainingToSpawn
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAISpawnerData               FortAISpawnerData                                      (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterInfo::GroupHasAIRemainingToSpawn(const struct FFortAISpawnerData& FortAISpawnerData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GroupHasAIRemainingToSpawn");

	Params::FortAIEncounterInfo_GroupHasAIRemainingToSpawn Parms{};

	Parms.FortAISpawnerData = std::move(FortAISpawnerData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.OnEncounterPawnDamaged
// (Final, Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::OnEncounterPawnDamaged(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnEncounterPawnDamaged");

	Params::FortAIEncounterInfo_OnEncounterPawnDamaged Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.OnFadeStarted
// (Event, Public, BlueprintEvent)

void UFortAIEncounterInfo::OnFadeStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnFadeStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIEncounterInfo.OnGameDifficultyChanged
// (Final, Native, Private)

void UFortAIEncounterInfo::OnGameDifficultyChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnGameDifficultyChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.OnGoalTakeDamage
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::OnGoalTakeDamage(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnGoalTakeDamage");

	Params::FortAIEncounterInfo_OnGoalTakeDamage Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.OnPeakStarted
// (Event, Public, BlueprintEvent)

void UFortAIEncounterInfo::OnPeakStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnPeakStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIEncounterInfo.OnRampStarted
// (Event, Public, BlueprintEvent)

void UFortAIEncounterInfo::OnRampStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnRampStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIEncounterInfo.OnRestStarted
// (Event, Public, BlueprintEvent)

void UFortAIEncounterInfo::OnRestStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "OnRestStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIEncounterInfo.RegisterAISpawner
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InAISpawner                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::RegisterAISpawner(class AActor* InAISpawner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "RegisterAISpawner");

	Params::FortAIEncounterInfo_RegisterAISpawner Parms{};

	Parms.InAISpawner = InAISpawner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.RequestActivation
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::RequestActivation(int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "RequestActivation");

	Params::FortAIEncounterInfo_RequestActivation Parms{};

	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.SetEncounterActivationState
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEncounterActivityState                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::SetEncounterActivationState(bool bEncounterActivityState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "SetEncounterActivationState");

	Params::FortAIEncounterInfo_SetEncounterActivationState Parms{};

	Parms.bEncounterActivityState = bEncounterActivityState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.SetPawnNumberLimit
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InPawnNumberLimit                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::SetPawnNumberLimit(int32 InPawnNumberLimit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "SetPawnNumberLimit");

	Params::FortAIEncounterInfo_SetPawnNumberLimit Parms{};

	Parms.InPawnNumberLimit = InPawnNumberLimit;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.SpawnAIPawnReservedForEnemySpawner
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           EnemySpawner                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortAIPawn*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAIPawn* UFortAIEncounterInfo::SpawnAIPawnReservedForEnemySpawner(class AActor* EnemySpawner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "SpawnAIPawnReservedForEnemySpawner");

	Params::FortAIEncounterInfo_SpawnAIPawnReservedForEnemySpawner Parms{};

	Parms.EnemySpawner = EnemySpawner;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.UnRegisterAISpawner
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InAISpawner                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::UnRegisterAISpawner(class AActor* InAISpawner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "UnRegisterAISpawner");

	Params::FortAIEncounterInfo_UnRegisterAISpawner Parms{};

	Parms.InAISpawner = InAISpawner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfo.EncounterHasReservedSpawnRequestForEnemySpawner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           EnemySpawner                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterInfo::EncounterHasReservedSpawnRequestForEnemySpawner(class AActor* EnemySpawner) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "EncounterHasReservedSpawnRequestForEnemySpawner");

	Params::FortAIEncounterInfo_EncounterHasReservedSpawnRequestForEnemySpawner Parms{};

	Parms.EnemySpawner = EnemySpawner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.GetCurrentSpawnAreaDirections
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<EFortEncounterDirection>         OutDirections                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterInfo::GetCurrentSpawnAreaDirections(TArray<EFortEncounterDirection>* OutDirections) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetCurrentSpawnAreaDirections");

	Params::FortAIEncounterInfo_GetCurrentSpawnAreaDirections Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutDirections != nullptr)
		*OutDirections = std::move(Parms.OutDirections);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterInfo.GetEncounterAssignmentGoalActors
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AActor*>                   OutGoalActors                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::GetEncounterAssignmentGoalActors(TArray<class AActor*>* OutGoalActors) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterAssignmentGoalActors");

	Params::FortAIEncounterInfo_GetEncounterAssignmentGoalActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutGoalActors != nullptr)
		*OutGoalActors = std::move(Parms.OutGoalActors);
}


// Function FortniteGame.FortAIEncounterInfo.GetEncounterGameplayTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            OutEncounterTags                                       (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::GetEncounterGameplayTags(struct FGameplayTagContainer* OutEncounterTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterGameplayTags");

	Params::FortAIEncounterInfo_GetEncounterGameplayTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutEncounterTags != nullptr)
		*OutEncounterTags = std::move(Parms.OutEncounterTags);
}


// Function FortniteGame.FortAIEncounterInfo.GetEncounterRifts
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class ABuildingRift*>            OutRifts                                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortAIEncounterInfo::GetEncounterRifts(TArray<class ABuildingRift*>* OutRifts) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetEncounterRifts");

	Params::FortAIEncounterInfo_GetEncounterRifts Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRifts != nullptr)
		*OutRifts = std::move(Parms.OutRifts);
}


// Function FortniteGame.FortAIEncounterInfo.GetPawnNumberLimit
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortAIEncounterInfo::GetPawnNumberLimit() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfo", "GetPawnNumberLimit");

	Params::FortAIEncounterInfo_GetPawnNumberLimit Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTurretComponent.AttemptSetCurrentTarget
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NewTarget                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingTurretComponent::AttemptSetCurrentTarget(class AActor* NewTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "AttemptSetCurrentTarget");

	Params::BuildingTurretComponent_AttemptSetCurrentTarget Parms{};

	Parms.NewTarget = NewTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTurretComponent.OnFiringTimer
// (Native, Protected)

void UBuildingTurretComponent::OnFiringTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "OnFiringTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.OnPerformTargetValidation
// (Native, Protected)

void UBuildingTurretComponent::OnPerformTargetValidation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "OnPerformTargetValidation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.OnRep_CurrentTarget
// (Native, Protected)
// Parameters:
// class AActor*                           OldTarget                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingTurretComponent::OnRep_CurrentTarget(class AActor* OldTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "OnRep_CurrentTarget");

	Params::BuildingTurretComponent_OnRep_CurrentTarget Parms{};

	Parms.OldTarget = OldTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.OnTargetingBeginOverlap
// (Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UBuildingTurretComponent::OnTargetingBeginOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingBeginOverlap");

	Params::BuildingTurretComponent_OnTargetingBeginOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.OnTargetingEndOverlap
// (Native, Protected)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingTurretComponent::OnTargetingEndOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "OnTargetingEndOverlap");

	Params::BuildingTurretComponent_OnTargetingEndOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.SetTargetingOverlapComponent
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              NewTargetingOverlapComponent                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingTurretComponent::SetTargetingOverlapComponent(class UPrimitiveComponent* NewTargetingOverlapComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "SetTargetingOverlapComponent");

	Params::BuildingTurretComponent_SetTargetingOverlapComponent Parms{};

	Parms.NewTargetingOverlapComponent = NewTargetingOverlapComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingTurretComponent.ChooseBestTarget
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// TArray<class AActor*>                   InOutPotentialTargets                                  (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* UBuildingTurretComponent::ChooseBestTarget(TArray<class AActor*>& InOutPotentialTargets) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "ChooseBestTarget");

	Params::BuildingTurretComponent_ChooseBestTarget Parms{};

	Parms.InOutPotentialTargets = std::move(InOutPotentialTargets);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	InOutPotentialTargets = std::move(Parms.InOutPotentialTargets);

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTurretComponent.IsValidTarget
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AActor*                           InTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UBuildingTurretComponent::IsValidTarget(class AActor* InTarget) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent", "IsValidTarget");

	Params::BuildingTurretComponent_IsValidTarget Parms{};

	Parms.InTarget = InTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingTurretComponent_MOBA.OnAllyHarmed
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InAllyActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           InHarmingActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBuildingTurretComponent_MOBA::OnAllyHarmed(class AActor* InAllyActor, class AActor* InHarmingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingTurretComponent_MOBA", "OnAllyHarmed");

	Params::BuildingTurretComponent_MOBA_OnAllyHarmed Parms{};

	Parms.InAllyActor = InAllyActor;
	Parms.InHarmingActor = InHarmingActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWall.OnRep_bDoorCollisionDisabled
// (Native, Protected)

void ABuildingWall::OnRep_bDoorCollisionDisabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "OnRep_bDoorCollisionDisabled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWall.OnRep_bDoorOpen
// (Native, Protected)

void ABuildingWall::OnRep_bDoorOpen()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "OnRep_bDoorOpen");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWall.VerifyDoorCollisionMatchesServer
// (Final, Native, Protected)

void ABuildingWall::VerifyDoorCollisionMatchesServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "VerifyDoorCollisionMatchesServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWall.VerifyDoorOpenMatchesServer
// (Final, Native, Protected)

void ABuildingWall::VerifyDoorOpenMatchesServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "VerifyDoorOpenMatchesServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWall.IsDoorComponent
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class UStaticMeshComponent*             MeshComponent                                          (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingWall::IsDoorComponent(const class UStaticMeshComponent* MeshComponent) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "IsDoorComponent");

	Params::BuildingWall_IsDoorComponent Parms{};

	Parms.MeshComponent = MeshComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.BuildingWall.IsDoorOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool ABuildingWall::IsDoorOpen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWall", "IsDoorOpen");

	Params::BuildingWall_IsDoorOpen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterTargetInterface.GetObjectiveCompletionPercentage
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortAIEncounterTargetInterface::GetObjectiveCompletionPercentage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterTargetInterface", "GetObjectiveCompletionPercentage");

	Params::FortAIEncounterTargetInterface_GetObjectiveCompletionPercentage Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterTargetInterface.IsFloatingTarget
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortAIEncounterTargetInterface::IsFloatingTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterTargetInterface", "IsFloatingTarget");

	Params::FortAIEncounterTargetInterface_IsFloatingTarget Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickupEffect.ApplyCosmeticOverridesToMaterial
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UMeshComponent*                   MeshComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MatIndex                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UMaterialInstanceDynamic*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UMaterialInstanceDynamic* AFortPickupEffect::ApplyCosmeticOverridesToMaterial(class UMeshComponent* MeshComponent, int32 MatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "ApplyCosmeticOverridesToMaterial");

	Params::FortPickupEffect_ApplyCosmeticOverridesToMaterial Parms{};

	Parms.MeshComponent = MeshComponent;
	Parms.MatIndex = MatIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickupEffect.DisableBacchusHighlight
// (Event, Public, BlueprintEvent)

void AFortPickupEffect::DisableBacchusHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "DisableBacchusHighlight");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPickupEffect.EnableBacchusHighlight
// (Event, Public, BlueprintEvent)

void AFortPickupEffect::EnableBacchusHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "EnableBacchusHighlight");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPickupEffect.OnAboutToEnterBackpack
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        PickupTarget                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPickupEffect::OnAboutToEnterBackpack(class AFortPawn* PickupTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "OnAboutToEnterBackpack");

	Params::FortPickupEffect_OnAboutToEnterBackpack Parms{};

	Parms.PickupTarget = PickupTarget;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPickupEffect.OnAttached
// (Event, Public, BlueprintEvent)

void AFortPickupEffect::OnAttached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "OnAttached");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPickupEffect.OnPickedUp
// (Event, Public, BlueprintEvent)

void AFortPickupEffect::OnPickedUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "OnPickedUp");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPickupEffect.OnTossed
// (Event, Public, BlueprintEvent)

void AFortPickupEffect::OnTossed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickupEffect", "OnTossed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingWeakSpot.Deactivate
// (Final, Native, Public, BlueprintCallable)

void ABuildingWeakSpot::Deactivate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWeakSpot", "Deactivate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BuildingWeakSpot.OnFadeOut
// (Event, Public, BlueprintEvent)

void ABuildingWeakSpot::OnFadeOut()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWeakSpot", "OnFadeOut");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingWeakSpot.OnHit
// (Event, Public, BlueprintEvent)

void ABuildingWeakSpot::OnHit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWeakSpot", "OnHit");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BuildingWeakSpot.OnStartDirectionEffect
// (Event, Public, BlueprintEvent)

void ABuildingWeakSpot::OnStartDirectionEffect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BuildingWeakSpot", "OnStartDirectionEffect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.BulletWhipTrackerComponentBase.Disable
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UBulletWhipTrackerComponentBase::Disable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BulletWhipTrackerComponentBase", "Disable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BulletWhipTrackerComponentBase.Reset
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          StartLocationIn                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBulletWhipTrackerComponentBase::Reset(const struct FVector& StartLocationIn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BulletWhipTrackerComponentBase", "Reset");

	Params::BulletWhipTrackerComponentBase_Reset Parms{};

	Parms.StartLocationIn = std::move(StartLocationIn);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.BulletWhipTrackerComponentBase.UpdateVelocity
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          CurrentVelocity                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UBulletWhipTrackerComponentBase::UpdateVelocity(const struct FVector& CurrentVelocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BulletWhipTrackerComponentBase", "UpdateVelocity");

	Params::BulletWhipTrackerComponentBase_UpdateVelocity Parms{};

	Parms.CurrentVelocity = std::move(CurrentVelocity);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalProvider.InitializeGoalProvider
// (Native, Public, BlueprintCallable)
// Parameters:
// class UWorld*                           ContextWorld                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIAssignment*                Assignment                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIGoalProvider::InitializeGoalProvider(class UWorld* ContextWorld, class UFortAIAssignment* Assignment)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalProvider", "InitializeGoalProvider");

	Params::FortAIGoalProvider_InitializeGoalProvider Parms{};

	Parms.ContextWorld = ContextWorld;
	Parms.Assignment = Assignment;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIGoalProvider.UpdateGoals
// (Native, Public, BlueprintCallable)

void UFortAIGoalProvider::UpdateGoals()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalProvider", "UpdateGoals");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIGoalProvider.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortAIGoalProvider::GetEncounterInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIGoalProvider", "GetEncounterInfo");

	Params::FortAIGoalProvider_GetEncounterInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAlterationItemDefinition.GetAlterationType
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAlteration                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortAlteration UFortAlterationItemDefinition::GetAlterationType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAlterationItemDefinition", "GetAlterationType");

	Params::FortAlterationItemDefinition_GetAlterationType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterRiftManager.GetAssociatedMission
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* UFortAIEncounterRiftManager::GetAssociatedMission() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterRiftManager", "GetAssociatedMission");

	Params::FortAIEncounterRiftManager_GetAssociatedMission Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.GetDisplayName
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortPickup::GetDisplayName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetDisplayName");

	Params::FortPickup_GetDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.GetInteractErrorText
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FText                             InteractErrorText                                      (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPickup::GetInteractErrorText(class FText* InteractErrorText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetInteractErrorText");

	Params::FortPickup_GetInteractErrorText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (InteractErrorText != nullptr)
		*InteractErrorText = std::move(Parms.InteractErrorText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.GetInteractText
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FText                             InteractText                                           (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPickup::GetInteractText(class FText* InteractText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetInteractText");

	Params::FortPickup_GetInteractText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (InteractText != nullptr)
		*InteractText = std::move(Parms.InteractText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.OnRep_bPickedUp
// (Native, Protected)

void AFortPickup::OnRep_bPickedUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_bPickedUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_PickupLocationData
// (Native, Protected)

void AFortPickup::OnRep_PickupLocationData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_PickupLocationData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_PickupOwnerData
// (Native, Protected)

void AFortPickup::OnRep_PickupOwnerData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_PickupOwnerData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_PrimaryPickupItemEntry
// (Native, Protected)

void AFortPickup::OnRep_PrimaryPickupItemEntry()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_PrimaryPickupItemEntry");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_ServerImpactSoundFlash
// (Native, Protected)

void AFortPickup::OnRep_ServerImpactSoundFlash()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_ServerImpactSoundFlash");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_ServerStoppedSimulation
// (Native, Protected)

void AFortPickup::OnRep_ServerStoppedSimulation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_ServerStoppedSimulation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnRep_TossedFromContainer
// (Native, Protected)

void AFortPickup::OnRep_TossedFromContainer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnRep_TossedFromContainer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.OnServerStopCallback
// (Native, Public, HasOutParams)
// Parameters:
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPickup::OnServerStopCallback(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "OnServerStopCallback");

	Params::FortPickup_OnServerStopCallback Parms{};

	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.TossPickup
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          FinalLocation                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        ItemOwner                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OverrideMaxStackCount                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bToss                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPickupSourceTypeFlag               InPickupSourceTypeFlags                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPickupSpawnSource                  InPickupSpawnSource                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPickup::TossPickup(const struct FVector& FinalLocation, class AFortPawn* ItemOwner, int32 OverrideMaxStackCount, bool bToss, const EFortPickupSourceTypeFlag InPickupSourceTypeFlags, const EFortPickupSpawnSource InPickupSpawnSource)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "TossPickup");

	Params::FortPickup_TossPickup Parms{};

	Parms.FinalLocation = std::move(FinalLocation);
	Parms.ItemOwner = ItemOwner;
	Parms.OverrideMaxStackCount = OverrideMaxStackCount;
	Parms.bToss = bToss;
	Parms.InPickupSourceTypeFlags = InPickupSourceTypeFlags;
	Parms.InPickupSpawnSource = InPickupSpawnSource;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPickup.GetItemEntry
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ItemIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FFortItemEntry             ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FFortItemEntry AFortPickup::GetItemEntry(int32 ItemIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetItemEntry");

	Params::FortPickup_GetItemEntry Parms{};

	Parms.ItemIndex = ItemIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.GetItemEntryNum
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPickup::GetItemEntryNum() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetItemEntryNum");

	Params::FortPickup_GetItemEntryNum Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.GetPawnWhoDroppedPickup
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPawn*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn* AFortPickup::GetPawnWhoDroppedPickup() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "GetPawnWhoDroppedPickup");

	Params::FortPickup_GetPawnWhoDroppedPickup Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPickup.PickedUp
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPickup::PickedUp() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPickup", "PickedUp");

	Params::FortPickup_PickedUp Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CosmeticPreviewInterface.CustomizePreviewInstance
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UFortItemDefinition*              InItemDefinition                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ICosmeticPreviewInterface::CustomizePreviewInstance(const class UFortItemDefinition* InItemDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CosmeticPreviewInterface", "CustomizePreviewInstance");

	Params::CosmeticPreviewInterface_CustomizePreviewInstance Parms{};

	Parms.InItemDefinition = InItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CosmeticPreviewInterface.GetSpecialPreviewActions
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<class FName>                     OutActionList                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void ICosmeticPreviewInterface::GetSpecialPreviewActions(TArray<class FName>* OutActionList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CosmeticPreviewInterface", "GetSpecialPreviewActions");

	Params::CosmeticPreviewInterface_GetSpecialPreviewActions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActionList != nullptr)
		*OutActionList = std::move(Parms.OutActionList);
}


// Function FortniteGame.CosmeticPreviewInterface.PerformSpecialAction
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ActionName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ICosmeticPreviewInterface::PerformSpecialAction(class FName ActionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CosmeticPreviewInterface", "PerformSpecialAction");

	Params::CosmeticPreviewInterface_PerformSpecialAction Parms{};

	Parms.ActionName = ActionName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerAnimInstance_ATVDriver.AnimNotify_JumpEntered
// (Final, Native, Public)

void UFortPlayerAnimInstance_ATVDriver::AnimNotify_JumpEntered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance_ATVDriver", "AnimNotify_JumpEntered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMovementComp_Character.IsActivelySkydiving
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMovementComp_Character::IsActivelySkydiving() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMovementComp_Character", "IsActivelySkydiving");

	Params::FortMovementComp_Character_IsActivelySkydiving Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMovementComp_Character.IsActivelySkydivingUpInVortex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMovementComp_Character::IsActivelySkydivingUpInVortex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMovementComp_Character", "IsActivelySkydivingUpInVortex");

	Params::FortMovementComp_Character_IsActivelySkydivingUpInVortex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMovementComp_Character.IsActivelyStrafingInAir
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMovementComp_Character::IsActivelyStrafingInAir() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMovementComp_Character", "IsActivelyStrafingInAir");

	Params::FortMovementComp_Character_IsActivelyStrafingInAir Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMovementComp_Character.IsPassivelySkydiving
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMovementComp_Character::IsPassivelySkydiving() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMovementComp_Character", "IsPassivelySkydiving");

	Params::FortMovementComp_Character_IsPassivelySkydiving Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlacementActorTagTest.LineTraceByChannel
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlacementActor*              PlacementActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Start                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          End                                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETraceTypeQuery                         TraceChannel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bTraceComplex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ActorsToIgnore                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FHitResult                       OutHit                                                 (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bIgnoreSelf                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPlacementActorTagTest::LineTraceByChannel(class AFortPlacementActor* PlacementActor, const struct FVector& Start, const struct FVector& End, ETraceTypeQuery TraceChannel, bool bTraceComplex, const TArray<class AActor*>& ActorsToIgnore, struct FHitResult* OutHit, bool bIgnoreSelf) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlacementActorTagTest", "LineTraceByChannel");

	Params::FortPlacementActorTagTest_LineTraceByChannel Parms{};

	Parms.PlacementActor = PlacementActor;
	Parms.Start = std::move(Start);
	Parms.End = std::move(End);
	Parms.TraceChannel = TraceChannel;
	Parms.bTraceComplex = bTraceComplex;
	Parms.ActorsToIgnore = std::move(ActorsToIgnore);
	Parms.bIgnoreSelf = bIgnoreSelf;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHit != nullptr)
		*OutHit = std::move(Parms.OutHit);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlacementActorTagTest.ShouldApplyTagsToPlacementActor
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent, Const)
// Parameters:
// class AFortPlacementActor*              FocusPlacementActor                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          AveragePlacementActorLocation                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPlacementActorTagTest::ShouldApplyTagsToPlacementActor(class AFortPlacementActor* FocusPlacementActor, const struct FVector& AveragePlacementActorLocation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlacementActorTagTest", "ShouldApplyTagsToPlacementActor");

	Params::FortPlacementActorTagTest_ShouldApplyTagsToPlacementActor Parms{};

	Parms.FocusPlacementActor = FocusPlacementActor;
	Parms.AveragePlacementActorLocation = std::move(AveragePlacementActorLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement.CancelClientAnnouncement
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortClientAnnouncement::CancelClientAnnouncement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement", "CancelClientAnnouncement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement.GetPriority
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortClientAnnouncement::GetPriority()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement", "GetPriority");

	Params::FortClientAnnouncement_GetPriority Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement.OnClientAnnouncementStart
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortClientAnnouncement::OnClientAnnouncementStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement", "OnClientAnnouncementStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortClientAnnouncement.OnClientAnnouncementStop
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)

void AFortClientAnnouncement::OnClientAnnouncementStop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement", "OnClientAnnouncementStop");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortClientAnnouncement.StopClientAnnouncement
// (BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortClientAnnouncement::StopClientAnnouncement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement", "StopClientAnnouncement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Tutorial.OnRep_TutorialData
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FFortClientAnnouncementData_TutorialPreviousTutorialData                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Tutorial::OnRep_TutorialData(const struct FFortClientAnnouncementData_Tutorial& PreviousTutorialData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Tutorial", "OnRep_TutorialData");

	Params::FortClientAnnouncement_Tutorial_OnRep_TutorialData Parms{};

	Parms.PreviousTutorialData = std::move(PreviousTutorialData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CustomCharacterPartAnimInstance_ClockBackpack_M.PopOutCuckooOnKill
// (Final, Native, Public, BlueprintCallable)

void UCustomCharacterPartAnimInstance_ClockBackpack_M::PopOutCuckooOnKill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartAnimInstance_ClockBackpack_M", "PopOutCuckooOnKill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCombatManager.GetEventHeatPercent
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents                       CombatEvent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortCombatManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercent");

	Params::FortCombatManager_GetEventHeatPercent Parms{};

	Parms.CombatEvent = CombatEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCombatManager.GetEventHeatPercentTotal
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents                       CombatEvent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortCombatManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCombatManager", "GetEventHeatPercentTotal");

	Params::FortCombatManager_GetEventHeatPercentTotal Parms{};

	Parms.CombatEvent = CombatEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCombatManager.OnRep_CombatEventHeat
// (Final, Native, Public)

void AFortCombatManager::OnRep_CombatEventHeat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCombatManager", "OnRep_CombatEventHeat");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCombatManager.OnThresholdChange
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortCombatThresholds                   OldThreshold                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCombatThresholds                   NewThreshold                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCombatManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCombatManager", "OnThresholdChange");

	Params::FortCombatManager_OnThresholdChange Parms{};

	Parms.OldThreshold = OldThreshold;
	Parms.NewThreshold = NewThreshold;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortHealthSet.OnRep_CurrentShield
// (Final, Native, Public)

void UFortHealthSet::OnRep_CurrentShield()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthSet", "OnRep_CurrentShield");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthSet.OnRep_Health
// (Final, Native, Public)

void UFortHealthSet::OnRep_Health()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthSet", "OnRep_Health");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthSet.OnRep_MaxHealth
// (Final, Native, Public)

void UFortHealthSet::OnRep_MaxHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthSet", "OnRep_MaxHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthSet.OnRep_Shield
// (Final, Native, Public)

void UFortHealthSet::OnRep_Shield()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthSet", "OnRep_Shield");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBuildingActorSet.OnRep_BuildTime
// (Final, Native, Public)

void UFortBuildingActorSet::OnRep_BuildTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingActorSet", "OnRep_BuildTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBuildingActorSet.OnRep_RepairTime
// (Final, Native, Public)

void UFortBuildingActorSet::OnRep_RepairTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingActorSet", "OnRep_RepairTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CustomCharacterPartModifier.HandleSetFirstPersonCameraOrPawnTargetingChanged
// (Final, Native, Private)
// Parameters:
// bool                                    bChanged                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ACustomCharacterPartModifier::HandleSetFirstPersonCameraOrPawnTargetingChanged(bool bChanged)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "HandleSetFirstPersonCameraOrPawnTargetingChanged");

	Params::CustomCharacterPartModifier_HandleSetFirstPersonCameraOrPawnTargetingChanged Parms{};

	Parms.bChanged = bChanged;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.CustomCharacterPartModifier.OnBeginSkydiving
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ACustomCharacterPartModifier::OnBeginSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "OnBeginSkydiving");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartModifier.OnDayPhaseChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ACustomCharacterPartModifier::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "OnDayPhaseChanged");

	Params::CustomCharacterPartModifier_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.CustomCharacterPartModifier.OnEndSkydiving
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ACustomCharacterPartModifier::OnEndSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "OnEndSkydiving");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartModifier.OnPawnAndPartChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ACustomCharacterPartModifier::OnPawnAndPartChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "OnPawnAndPartChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartModifier.OnTargetingOrFirstPersonCameraChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ACustomCharacterPartModifier::OnTargetingOrFirstPersonCameraChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "OnTargetingOrFirstPersonCameraChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartModifier.PreDestruction
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void ACustomCharacterPartModifier::PreDestruction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "PreDestruction");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.CustomCharacterPartModifier.GetAssociatedPlayerPawn
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* ACustomCharacterPartModifier::GetAssociatedPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "GetAssociatedPlayerPawn");

	Params::CustomCharacterPartModifier_GetAssociatedPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CustomCharacterPartModifier.GetCharacterPartType
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const EFortCustomPartType               ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const EFortCustomPartType ACustomCharacterPartModifier::GetCharacterPartType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CustomCharacterPartModifier", "GetCharacterPartType");

	Params::CustomCharacterPartModifier_GetCharacterPartType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConsumableItemDefinition.ConsumeItem
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayEventData               EventData                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortConsumableItemDefinition::ConsumeItem(const struct FGameplayEventData& EventData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableItemDefinition", "ConsumeItem");

	Params::FortConsumableItemDefinition_ConsumeItem Parms{};

	Parms.EventData = std::move(EventData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConsumableItemDefinition.GetAnimPlayRate
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortConsumableItemDefinition::GetAnimPlayRate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableItemDefinition", "GetAnimPlayRate");

	Params::FortConsumableItemDefinition_GetAnimPlayRate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConsumableItemDefinition.GetHealthRestored
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortConsumableItemDefinition::GetHealthRestored(int32 ItemLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableItemDefinition", "GetHealthRestored");

	Params::FortConsumableItemDefinition_GetHealthRestored Parms{};

	Parms.ItemLevel = ItemLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConsumableItemDefinition.GetUseAnimation
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAnimMontage* UFortConsumableItemDefinition::GetUseAnimation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableItemDefinition", "GetUseAnimation");

	Params::FortConsumableItemDefinition_GetUseAnimation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.DeployableBaseCore.GetSimpleDeathFXTransform
// (Native, Event, Protected, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform ADeployableBaseCore::GetSimpleDeathFXTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeployableBaseCore", "GetSimpleDeathFXTransform");

	Params::DeployableBaseCore_GetSimpleDeathFXTransform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityDecoTool.AbilitySpawnDeco
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FAbilityToolSpawnParameters      SpawnParameters                                        (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingActor*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingActor* AFortAbilityDecoTool::AbilitySpawnDeco(const struct FAbilityToolSpawnParameters& SpawnParameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityDecoTool", "AbilitySpawnDeco");

	Params::FortAbilityDecoTool_AbilitySpawnDeco Parms{};

	Parms.SpawnParameters = std::move(SpawnParameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityHandle
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayAbilitySpecHandle       ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayAbilitySpecHandle AFortAbilityDecoTool::GetPlacementAbilityHandle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityHandle");

	Params::FortAbilityDecoTool_GetPlacementAbilityHandle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityDecoTool.GetPlacementAbilityInstance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortGameplayAbility*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGameplayAbility* AFortAbilityDecoTool::GetPlacementAbilityInstance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityDecoTool", "GetPlacementAbilityInstance");

	Params::FortAbilityDecoTool_GetPlacementAbilityInstance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityDecoTool.GetSpawnParameters
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FAbilityToolSpawnParameters      OutSpawnParamters                                      (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAbilityDecoTool::GetSpawnParameters(struct FAbilityToolSpawnParameters* OutSpawnParamters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityDecoTool", "GetSpawnParameters");

	Params::FortAbilityDecoTool_GetSpawnParameters Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSpawnParamters != nullptr)
		*OutSpawnParamters = std::move(Parms.OutSpawnParamters);
}


// Function FortniteGame.FortAbilityKit.BP_GetGadgets
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UFortGadgetItemDefinition*>GadgetItemDefinitions                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortAbilityKit::BP_GetGadgets(TArray<class UFortGadgetItemDefinition*>* GadgetItemDefinitions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityKit", "BP_GetGadgets");

	Params::FortAbilityKit_BP_GetGadgets Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (GadgetItemDefinitions != nullptr)
		*GadgetItemDefinitions = std::move(Parms.GadgetItemDefinitions);
}


// Function FortniteGame.FortAbilityKit.GetDescription
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> UFortAbilityKit::GetDescription(const class UObject* WorldContextObject) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityKit", "GetDescription");

	Params::FortAbilityKit_GetDescription Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemUI.GetDefaultObjectOfGameplayEffectType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class UGameplayEffect>      EffectType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayEffect*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayEffect* UFortAbilitySystemUI::GetDefaultObjectOfGameplayEffectType(TSubclassOf<class UGameplayEffect> EffectType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilitySystemUI", "GetDefaultObjectOfGameplayEffectType");

	Params::FortAbilitySystemUI_GetDefaultObjectOfGameplayEffectType Parms{};

	Parms.EffectType = EffectType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilitySystemUI.GetStaticGameplayEffectDescription
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayEffect*                  Effect                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectDescription   ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectDescription UFortAbilitySystemUI::GetStaticGameplayEffectDescription(const class UGameplayEffect* Effect, float Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilitySystemUI", "GetStaticGameplayEffectDescription");

	Params::FortAbilitySystemUI_GetStaticGameplayEffectDescription Parms{};

	Parms.Effect = Effect;
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_CommitAccountCosts.CommitAccountCosts
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_CommitAccountCosts*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_CommitAccountCosts* UFortAbilityTask_CommitAccountCosts::CommitAccountCosts(class UGameplayAbility* OwningAbility)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_CommitAccountCosts", "CommitAccountCosts");

	Params::FortAbilityTask_CommitAccountCosts_CommitAccountCosts Parms{};

	Parms.OwningAbility = OwningAbility;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectAttach
// (Native, Public)
// Parameters:
// class AActor*                           AttachedObject                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortCarriedObjectHolderInterface::OnCarriedObjectAttach(class AActor* AttachedObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectAttach");

	Params::FortCarriedObjectHolderInterface_OnCarriedObjectAttach Parms{};

	Parms.AttachedObject = AttachedObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCarriedObjectHolderInterface.OnCarriedObjectDetach
// (Native, Public)
// Parameters:
// class AActor*                           DetachedObject                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortCarriedObjectHolderInterface::OnCarriedObjectDetach(class AActor* DetachedObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObjectHolderInterface", "OnCarriedObjectDetach");

	Params::FortCarriedObjectHolderInterface_OnCarriedObjectDetach Parms{};

	Parms.DetachedObject = DetachedObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCarriedObjectHolderInterface.CanHoldObject
// (Native, Public, Const)
// Parameters:
// class AActor*                           CarriableObject                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortCarriedObjectHolderInterface::CanHoldObject(class AActor* CarriableObject) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObjectHolderInterface", "CanHoldObject");

	Params::FortCarriedObjectHolderInterface_CanHoldObject Parms{};

	Parms.CarriableObject = CarriableObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCarriedObjectHolderInterface.GetAttachmentComponent
// (Native, Public, Const)
// Parameters:
// class FName                             SocketName                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent*                  ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USceneComponent* IFortCarriedObjectHolderInterface::GetAttachmentComponent(class FName SocketName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetAttachmentComponent");

	Params::FortCarriedObjectHolderInterface_GetAttachmentComponent Parms{};

	Parms.SocketName = SocketName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCarriedObjectHolderInterface.GetCarriedObjectAttachmentInfo
// (Native, Public, HasOutParams, Const)
// Parameters:
// struct FCarriedObjectAttachmentInfo     OutAttachInfo                                          (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void IFortCarriedObjectHolderInterface::GetCarriedObjectAttachmentInfo(struct FCarriedObjectAttachmentInfo* OutAttachInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObjectHolderInterface", "GetCarriedObjectAttachmentInfo");

	Params::FortCarriedObjectHolderInterface_GetCarriedObjectAttachmentInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAttachInfo != nullptr)
		*OutAttachInfo = std::move(Parms.OutAttachInfo);
}


// Function FortniteGame.FortAbilityTask_PlayAnimAndWait.CreatePlayAnimAndWaitProxy
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayAbilityMontageInfo  PlayMontageInfo                                        (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortSharedAnimationState               Param_AnimState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Param_bStopWhenAbilityEnds                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayAnimAndWait* ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayAnimAndWait* UFortAbilityTask_PlayAnimAndWait::CreatePlayAnimAndWaitProxy(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& PlayMontageInfo, EFortSharedAnimationState Param_AnimState, bool Param_bStopWhenAbilityEnds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayAnimAndWait", "CreatePlayAnimAndWaitProxy");

	Params::FortAbilityTask_PlayAnimAndWait_CreatePlayAnimAndWaitProxy Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.PlayMontageInfo = std::move(PlayMontageInfo);
	Parms.Param_AnimState = Param_AnimState;
	Parms.Param_bStopWhenAbilityEnds = Param_bStopWhenAbilityEnds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayAnimAndWait.OnAnimBlendingOut
// (Final, Native, Public)
// Parameters:
// class UAnimMontage*                     Montage                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInterrupted                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_PlayAnimAndWait::OnAnimBlendingOut(class UAnimMontage* Montage, bool bInterrupted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayAnimAndWait", "OnAnimBlendingOut");

	Params::FortAbilityTask_PlayAnimAndWait_OnAnimBlendingOut Parms{};

	Parms.Montage = Montage;
	Parms.bInterrupted = bInterrupted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_PlayAnimAndWait.OnAnimInterrupted
// (Final, Native, Public)

void UFortAbilityTask_PlayAnimAndWait::OnAnimInterrupted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayAnimAndWait", "OnAnimInterrupted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageInfoAndWaitForTrigger
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayAbilityMontageInfo  Param_MontageInfo                                      (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// EFortAbilityTargetDataPolicy            TargetDataPolicy                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageInfoAndWaitForTrigger(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, const struct FFortGameplayAbilityMontageInfo& Param_MontageInfo, EFortAbilityTargetDataPolicy TargetDataPolicy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageInfoAndWaitForTrigger");

	Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageInfoAndWaitForTrigger Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.Param_MontageInfo = std::move(Param_MontageInfo);
	Parms.TargetDataPolicy = TargetDataPolicy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWaitTarget
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontageToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AnimPlayRate                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OverrideSection                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AnimRootMotionTranslationScale                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortAbilityTargetDataPolicy            TargetDataPolicy                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWaitTarget(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale, EFortAbilityTargetDataPolicy TargetDataPolicy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWaitTarget");

	Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWaitTarget Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.MontageToPlay = MontageToPlay;
	Parms.AnimPlayRate = AnimPlayRate;
	Parms.SectionToPlay = SectionToPlay;
	Parms.OverrideSection = OverrideSection;
	Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
	Parms.TargetDataPolicy = TargetDataPolicy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.PlayMontageWithCharPartsWait
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TaskInstanceName                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontageToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortCharacterPartMontageInfo>CharacterPartMontages                                  (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// float                                   AnimPlayRate                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortGameplayAbilityMontageSectionToPlaySectionToPlay                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OverrideSection                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AnimRootMotionTranslationScale                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortAbilityTargetDataPolicy            TargetDataPolicy                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_PlayMontageWaitTarget*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_PlayMontageWaitTarget* UFortAbilityTask_PlayMontageWaitTarget::PlayMontageWithCharPartsWait(class UGameplayAbility* OwningAbility, class FName TaskInstanceName, class UAnimMontage* MontageToPlay, const TArray<struct FFortCharacterPartMontageInfo>& CharacterPartMontages, float AnimPlayRate, EFortGameplayAbilityMontageSectionToPlay SectionToPlay, class FName OverrideSection, float AnimRootMotionTranslationScale, EFortAbilityTargetDataPolicy TargetDataPolicy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "PlayMontageWithCharPartsWait");

	Params::FortAbilityTask_PlayMontageWaitTarget_PlayMontageWithCharPartsWait Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.TaskInstanceName = TaskInstanceName;
	Parms.MontageToPlay = MontageToPlay;
	Parms.CharacterPartMontages = std::move(CharacterPartMontages);
	Parms.AnimPlayRate = AnimPlayRate;
	Parms.SectionToPlay = SectionToPlay;
	Parms.OverrideSection = OverrideSection;
	Parms.AnimRootMotionTranslationScale = AnimRootMotionTranslationScale;
	Parms.TargetDataPolicy = TargetDataPolicy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.EnableScalingWithRateOfFire
// (Final, Native, Public, BlueprintCallable)

void UFortAbilityTask_PlayMontageWaitTarget::EnableScalingWithRateOfFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "EnableScalingWithRateOfFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataCancelledCallback
// (Final, Native, Public)

void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataCancelledCallback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataCancelledCallback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_PlayMontageWaitTarget.OnTargetDataReadyCallback
// (Final, Native, Public, HasOutParams)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_PlayMontageWaitTarget::OnTargetDataReadyCallback(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_PlayMontageWaitTarget", "OnTargetDataReadyCallback");

	Params::FortAbilityTask_PlayMontageWaitTarget_OnTargetDataReadyCallback Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.ApplicationTag = std::move(ApplicationTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDecoItemDefinition.GetBlueprintClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class ABuildingActor>       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class ABuildingActor> UFortDecoItemDefinition::GetBlueprintClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetBlueprintClass");

	Params::FortDecoItemDefinition_GetBlueprintClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.GetGridSnapSizeOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortDecoItemDefinition::GetGridSnapSizeOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetGridSnapSizeOverride");

	Params::FortDecoItemDefinition_GetGridSnapSizeOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.GetMaxPlacementDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortDecoItemDefinition::GetMaxPlacementDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetMaxPlacementDistance");

	Params::FortDecoItemDefinition_GetMaxPlacementDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.GetPlacementPreviewClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortDecoPreview>     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortDecoPreview> UFortDecoItemDefinition::GetPlacementPreviewClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetPlacementPreviewClass");

	Params::FortDecoItemDefinition_GetPlacementPreviewClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.GetPlacementTypeOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EPlacementType                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EPlacementType UFortDecoItemDefinition::GetPlacementTypeOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetPlacementTypeOverride");

	Params::FortDecoItemDefinition_GetPlacementTypeOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.GetRotationAngleIncrement
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortDecoItemDefinition::GetRotationAngleIncrement() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "GetRotationAngleIncrement");

	Params::FortDecoItemDefinition_GetRotationAngleIncrement Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.RequiresPermissionToEditWorld
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::RequiresPermissionToEditWorld() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "RequiresPermissionToEditWorld");

	Params::FortDecoItemDefinition_RequiresPermissionToEditWorld Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.RequiresPlayerPlaceableAttachmentActors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::RequiresPlayerPlaceableAttachmentActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "RequiresPlayerPlaceableAttachmentActors");

	Params::FortDecoItemDefinition_RequiresPlayerPlaceableAttachmentActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldAllowAnyFloorPlacement
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldAllowAnyFloorPlacement() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldAllowAnyFloorPlacement");

	Params::FortDecoItemDefinition_ShouldAllowAnyFloorPlacement Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldAllowPlacementOnBuildings
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldAllowPlacementOnBuildings() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldAllowPlacementOnBuildings");

	Params::FortDecoItemDefinition_ShouldAllowPlacementOnBuildings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldAllowPlacementOnWorldGeometry
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldAllowPlacementOnWorldGeometry() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldAllowPlacementOnWorldGeometry");

	Params::FortDecoItemDefinition_ShouldAllowPlacementOnWorldGeometry Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldAllowStairsWhenAttachingToFloors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldAllowStairsWhenAttachingToFloors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldAllowStairsWhenAttachingToFloors");

	Params::FortDecoItemDefinition_ShouldAllowStairsWhenAttachingToFloors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldAttachWhenPlacing
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldAttachWhenPlacing() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldAttachWhenPlacing");

	Params::FortDecoItemDefinition_ShouldAttachWhenPlacing Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldCancelAbilityOnUnequip
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldCancelAbilityOnUnequip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldCancelAbilityOnUnequip");

	Params::FortDecoItemDefinition_ShouldCancelAbilityOnUnequip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldCancelToolWhenPlaced
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldCancelToolWhenPlaced() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldCancelToolWhenPlaced");

	Params::FortDecoItemDefinition_ShouldCancelToolWhenPlaced Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldConsumeWhenPlaced
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldConsumeWhenPlaced() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldConsumeWhenPlaced");

	Params::FortDecoItemDefinition_ShouldConsumeWhenPlaced Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldDestroySmallObjectsWhenPlaced
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldDestroySmallObjectsWhenPlaced() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldDestroySmallObjectsWhenPlaced");

	Params::FortDecoItemDefinition_ShouldDestroySmallObjectsWhenPlaced Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldDisableLocationLerpWhilePlacing
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldDisableLocationLerpWhilePlacing() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldDisableLocationLerpWhilePlacing");

	Params::FortDecoItemDefinition_ShouldDisableLocationLerpWhilePlacing Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldDisableRotationLerpWhilePlacing
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldDisableRotationLerpWhilePlacing() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldDisableRotationLerpWhilePlacing");

	Params::FortDecoItemDefinition_ShouldDisableRotationLerpWhilePlacing Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldDisableScaleLerpWhilePlacing
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldDisableScaleLerpWhilePlacing() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldDisableScaleLerpWhilePlacing");

	Params::FortDecoItemDefinition_ShouldDisableScaleLerpWhilePlacing Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldForceIgnoreBuildingOverlaps
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldForceIgnoreBuildingOverlaps() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldForceIgnoreBuildingOverlaps");

	Params::FortDecoItemDefinition_ShouldForceIgnoreBuildingOverlaps Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldForceIgnoreOverlapTest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldForceIgnoreOverlapTest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldForceIgnoreOverlapTest");

	Params::FortDecoItemDefinition_ShouldForceIgnoreOverlapTest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldIgnoreCollisionWithCriticalActors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithCriticalActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldIgnoreCollisionWithCriticalActors");

	Params::FortDecoItemDefinition_ShouldIgnoreCollisionWithCriticalActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldIgnoreCollisionWithFortStaticMeshActors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithFortStaticMeshActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldIgnoreCollisionWithFortStaticMeshActors");

	Params::FortDecoItemDefinition_ShouldIgnoreCollisionWithFortStaticMeshActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldIgnoreCollisionWithPlayers
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithPlayers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldIgnoreCollisionWithPlayers");

	Params::FortDecoItemDefinition_ShouldIgnoreCollisionWithPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldIgnoreCollisionWithStructuralGridActors
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithStructuralGridActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldIgnoreCollisionWithStructuralGridActors");

	Params::FortDecoItemDefinition_ShouldIgnoreCollisionWithStructuralGridActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldIgnoreCollisionWithVehicles
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldIgnoreCollisionWithVehicles() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldIgnoreCollisionWithVehicles");

	Params::FortDecoItemDefinition_ShouldIgnoreCollisionWithVehicles Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldSnapYawToHorizontalAxes
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldSnapYawToHorizontalAxes() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldSnapYawToHorizontalAxes");

	Params::FortDecoItemDefinition_ShouldSnapYawToHorizontalAxes Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDecoItemDefinition.ShouldUseRelativeCameraRotation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortDecoItemDefinition::ShouldUseRelativeCameraRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDecoItemDefinition", "ShouldUseRelativeCameraRotation");

	Params::FortDecoItemDefinition_ShouldUseRelativeCameraRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.SpawnProjectileAndWait
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortProjectileBase>  Param_Class                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Param_RequestedBy                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Param_SpawnLocation                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Param_SpawnRotation                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FRotator                         Param_SpawnDirection                                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float                                   Param_InitialSpeed                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec Param_EffectContainerSpecToApplyOnHit                  (Parm, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec Param_EffectContainerSpecToApplyOnExplode              (Parm, NativeAccessSpecifierPublic)
// float                                   Param_GravityScale                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           Param_HomingTarget                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowProjectileSpawnWhenDead                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowProjectileSpawnWhenDBNO                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_SpawnProjectileAndWait*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_SpawnProjectileAndWait* UFortAbilityTask_SpawnProjectileAndWait::SpawnProjectileAndWait(class UGameplayAbility* OwningAbility, TSubclassOf<class AFortProjectileBase> Param_Class, class AActor* Param_RequestedBy, const struct FVector& Param_SpawnLocation, const struct FRotator& Param_SpawnRotation, const struct FRotator& Param_SpawnDirection, float Param_InitialSpeed, const struct FFortGameplayEffectContainerSpec& Param_EffectContainerSpecToApplyOnHit, const struct FFortGameplayEffectContainerSpec& Param_EffectContainerSpecToApplyOnExplode, float Param_GravityScale, class AActor* Param_HomingTarget, bool bAllowProjectileSpawnWhenDead, bool bAllowProjectileSpawnWhenDBNO)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "SpawnProjectileAndWait");

	Params::FortAbilityTask_SpawnProjectileAndWait_SpawnProjectileAndWait Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.Param_Class = Param_Class;
	Parms.Param_RequestedBy = Param_RequestedBy;
	Parms.Param_SpawnLocation = std::move(Param_SpawnLocation);
	Parms.Param_SpawnRotation = std::move(Param_SpawnRotation);
	Parms.Param_SpawnDirection = std::move(Param_SpawnDirection);
	Parms.Param_InitialSpeed = Param_InitialSpeed;
	Parms.Param_EffectContainerSpecToApplyOnHit = std::move(Param_EffectContainerSpecToApplyOnHit);
	Parms.Param_EffectContainerSpecToApplyOnExplode = std::move(Param_EffectContainerSpecToApplyOnExplode);
	Parms.Param_GravityScale = Param_GravityScale;
	Parms.Param_HomingTarget = Param_HomingTarget;
	Parms.bAllowProjectileSpawnWhenDead = bAllowProjectileSpawnWhenDead;
	Parms.bAllowProjectileSpawnWhenDBNO = bAllowProjectileSpawnWhenDBNO;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.BeginSpawningActor
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortProjectileBase>  Param_Class                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase*              SpawnedActor                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAbilityTask_SpawnProjectileAndWait::BeginSpawningActor(class UGameplayAbility* OwningAbility, TSubclassOf<class AFortProjectileBase> Param_Class, class AFortProjectileBase** SpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "BeginSpawningActor");

	Params::FortAbilityTask_SpawnProjectileAndWait_BeginSpawningActor Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.Param_Class = Param_Class;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnedActor != nullptr)
		*SpawnedActor = Parms.SpawnedActor;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.FinishSpawningActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileBase*              SpawnedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_SpawnProjectileAndWait::FinishSpawningActor(class UGameplayAbility* OwningAbility, class AFortProjectileBase* SpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "FinishSpawningActor");

	Params::FortAbilityTask_SpawnProjectileAndWait_FinishSpawningActor Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.SpawnedActor = SpawnedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_SpawnProjectileAndWait.OnProjectileDestroyed
// (Final, Native, Public)
// Parameters:
// class AActor*                           DestroyedActor                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_SpawnProjectileAndWait::OnProjectileDestroyed(class AActor* DestroyedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_SpawnProjectileAndWait", "OnProjectileDestroyed");

	Params::FortAbilityTask_SpawnProjectileAndWait_OnProjectileDestroyed Parms{};

	Parms.DestroyedActor = DestroyedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_WaitAnimBPOverride.WaitAnimBPOverrideReady
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UGameplayAbility*                 OwningAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftClassPtr<class UClass>             AnimInstance                                           (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UFortGadgetItemDefinition>GadgetItemDef                                          (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityTask_WaitAnimBPOverride*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityTask_WaitAnimBPOverride* UFortAbilityTask_WaitAnimBPOverride::WaitAnimBPOverrideReady(class UGameplayAbility* OwningAbility, TSoftClassPtr<class UClass> AnimInstance, TSoftObjectPtr<class UFortGadgetItemDefinition> GadgetItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAbilityTask_WaitAnimBPOverride", "WaitAnimBPOverrideReady");

	Params::FortAbilityTask_WaitAnimBPOverride_WaitAnimBPOverrideReady Parms{};

	Parms.OwningAbility = OwningAbility;
	Parms.AnimInstance = AnimInstance;
	Parms.GadgetItemDef = GadgetItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTask_WaitAnimBPOverride.OnFinishedCharacterCustomizationCallback
// (Final, Native, Public)
// Parameters:
// class AFortPlayerPawn*                  InPawn                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAbilityTask_WaitAnimBPOverride::OnFinishedCharacterCustomizationCallback(class AFortPlayerPawn* InPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_WaitAnimBPOverride", "OnFinishedCharacterCustomizationCallback");

	Params::FortAbilityTask_WaitAnimBPOverride_OnFinishedCharacterCustomizationCallback Parms{};

	Parms.InPawn = InPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTask_WaitAnimBPOverride.OnPawnAnimBPCallback
// (Final, Native, Public)

void UFortAbilityTask_WaitAnimBPOverride::OnPawnAnimBPCallback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTask_WaitAnimBPOverride", "OnPawnAnimBPCallback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTestObserver.StartObserving
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APawn*                            Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAbilityTestObserver::StartObserving(class APawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTestObserver", "StartObserving");

	Params::FortAbilityTestObserver_StartObserving Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTestObserver.StopObserving
// (Final, Native, Public, BlueprintCallable)

void AFortAbilityTestObserver::StopObserving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTestObserver", "StopObserving");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAbilityTestObserver.WasAbilityActivated
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayAbility*                 Ability                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAbilityTestObserver::WasAbilityActivated(class UGameplayAbility* Ability) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTestObserver", "WasAbilityActivated");

	Params::FortAbilityTestObserver_WasAbilityActivated Parms{};

	Parms.Ability = Ability;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAbilityTestObserver.WasAbilityTagActivated
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     AbilityTag                                             (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAbilityTestObserver::WasAbilityTagActivated(const struct FGameplayTag& AbilityTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAbilityTestObserver", "WasAbilityTagActivated");

	Params::FortAbilityTestObserver_WasAbilityTagActivated Parms{};

	Parms.AbilityTag = std::move(AbilityTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCosmeticVariant.GetAllVariantTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagContainer UFortCosmeticVariant::GetAllVariantTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCosmeticVariant", "GetAllVariantTags");

	Params::FortCosmeticVariant_GetAllVariantTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCosmeticVariant.GetVariantChannelText
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortCosmeticVariant::GetVariantChannelText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCosmeticVariant", "GetVariantChannelText");

	Params::FortCosmeticVariant_GetVariantChannelText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCosmeticVariant.GetVariantText
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     InVariantTag                                           (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortCosmeticVariant::GetVariantText(const struct FGameplayTag& InVariantTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCosmeticVariant", "GetVariantText");

	Params::FortCosmeticVariant_GetVariantText Parms{};

	Parms.InVariantTag = std::move(InVariantTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCosmeticVariant.GetVariantUnlockRequirement
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     InVariantTag                                           (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortCosmeticVariant::GetVariantUnlockRequirement(const struct FGameplayTag& InVariantTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCosmeticVariant", "GetVariantUnlockRequirement");

	Params::FortCosmeticVariant_GetVariantUnlockRequirement Parms{};

	Parms.InVariantTag = std::move(InVariantTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAccountBuffItem.IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAccountBuffItem::IsActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAccountBuffItem", "IsActive");

	Params::FortAccountBuffItem_IsActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInfluenceMap.K2_AddInfluenceSource
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContext                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SourceName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Strength                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortInfluenceMap::K2_AddInfluenceSource(class UObject* WorldContext, const struct FVector& Position, const class FString& SourceName, float Strength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortInfluenceMap", "K2_AddInfluenceSource");

	Params::FortInfluenceMap_K2_AddInfluenceSource Parms{};

	Parms.WorldContext = WorldContext;
	Parms.Position = std::move(Position);
	Parms.SourceName = std::move(SourceName);
	Parms.Strength = Strength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInfluenceMap.K2_GetInfluenceSourcePositions
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContext                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  InfluenceSourcePositions                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortInfluenceMap::K2_GetInfluenceSourcePositions(class UObject* WorldContext, TArray<struct FVector>* InfluenceSourcePositions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortInfluenceMap", "K2_GetInfluenceSourcePositions");

	Params::FortInfluenceMap_K2_GetInfluenceSourcePositions Parms{};

	Parms.WorldContext = WorldContext;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (InfluenceSourcePositions != nullptr)
		*InfluenceSourcePositions = std::move(Parms.InfluenceSourcePositions);
}


// Function FortniteGame.FortActorOptionsComponent.GetOptionsText
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class FText                             DisplayName                                            (Parm, OutParm, NativeAccessSpecifierPublic)
// class FText                             Descriptions                                           (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortActorOptionsComponent::GetOptionsText(class FText* DisplayName, class FText* Descriptions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortActorOptionsComponent", "GetOptionsText");

	Params::FortActorOptionsComponent_GetOptionsText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (DisplayName != nullptr)
		*DisplayName = std::move(Parms.DisplayName);

	if (Descriptions != nullptr)
		*Descriptions = std::move(Parms.Descriptions);
}


// Function FortniteGame.FortActorOptionsComponent.GetPropertyOverrides
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TMap<class FString, class FString>      CurrentOptions                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortActorOptionsComponent::GetPropertyOverrides(TMap<class FString, class FString>* CurrentOptions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortActorOptionsComponent", "GetPropertyOverrides");

	Params::FortActorOptionsComponent_GetPropertyOverrides Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (CurrentOptions != nullptr)
		*CurrentOptions = std::move(Parms.CurrentOptions);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortActorOptionsComponent.OnRep_PlayerOptionData
// (Final, Native, Protected)

void UFortActorOptionsComponent::OnRep_PlayerOptionData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortActorOptionsComponent", "OnRep_PlayerOptionData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortActorOptionsComponent.SetPropertyOverrides
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TMap<class FString, class FString>      NewOptions                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortActorOptionsComponent::SetPropertyOverrides(const TMap<class FString, class FString>& NewOptions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortActorOptionsComponent", "SetPropertyOverrides");

	Params::FortActorOptionsComponent_SetPropertyOverrides Parms{};

	Parms.NewOptions = std::move(NewOptions);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_BrakingDecelerationFalling
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_BrakingDecelerationFalling()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_BrakingDecelerationFalling");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_BrakingDecelerationFlying
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_BrakingDecelerationFlying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_BrakingDecelerationFlying");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_BrakingDecelerationWalking
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_BrakingDecelerationWalking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_BrakingDecelerationWalking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_BrakingFrictionFactor
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_BrakingFrictionFactor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_BrakingFrictionFactor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_GroundFriction
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_GroundFriction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_GroundFriction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_JumpZVelocity
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_JumpZVelocity()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_JumpZVelocity");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_MaxAcceleration
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_MaxAcceleration()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_MaxAcceleration");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_MaxAccelerationFlying
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_MaxAccelerationFlying()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_MaxAccelerationFlying");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAdvancedMovementSet.OnRep_MinAnalogWalkSpeed
// (Final, Native, Public)

void UFortAdvancedMovementSet::OnRep_MinAnalogWalkSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAdvancedMovementSet", "OnRep_MinAnalogWalkSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnExitCraftIsDestroying
// (Final, Native, Protected)
// Parameters:
// class AFortAthenaExitCraft*             ExitCraft                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnExitCraftIsDestroying(class AFortAthenaExitCraft* ExitCraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnExitCraftIsDestroying");

	Params::FortAthenaMutator_Heist_OnExitCraftIsDestroying Parms{};

	Parms.ExitCraft = ExitCraft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnExitCraftSpawned
// (Final, Native, Protected)
// Parameters:
// class AFortAthenaExitCraft*             ExitCraft                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAthenaExitCraftSpawner*      ExitCraftSpawner                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnExitCraftSpawned(class AFortAthenaExitCraft* ExitCraft, class AFortAthenaExitCraftSpawner* ExitCraftSpawner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnExitCraftSpawned");

	Params::FortAthenaMutator_Heist_OnExitCraftSpawned Parms{};

	Parms.ExitCraft = ExitCraft;
	Parms.ExitCraftSpawner = ExitCraftSpawner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnGamePhaseChanged");

	Params::FortAthenaMutator_Heist_OnGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_Heist_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_Heist_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnMutatorGenericIntegerUpdated
// (Final, Native, Protected)
// Parameters:
// int32                                   GenericIntegerIndex                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NewIntegerValue                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnMutatorGenericIntegerUpdated(int32 GenericIntegerIndex, int32 NewIntegerValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnMutatorGenericIntegerUpdated");

	Params::FortAthenaMutator_Heist_OnMutatorGenericIntegerUpdated Parms{};

	Parms.GenericIntegerIndex = GenericIntegerIndex;
	Parms.NewIntegerValue = NewIntegerValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnSpecialActorAdded
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FSpecialActorRepData             SpecialActorData                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnSpecialActorAdded(const struct FSpecialActorRepData& SpecialActorData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnSpecialActorAdded");

	Params::FortAthenaMutator_Heist_OnSpecialActorAdded Parms{};

	Parms.SpecialActorData = std::move(SpecialActorData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.OnSpecialActorRemoved
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FSpecialActorRepData             SpecialActorData                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::OnSpecialActorRemoved(const struct FSpecialActorRepData& SpecialActorData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "OnSpecialActorRemoved");

	Params::FortAthenaMutator_Heist_OnSpecialActorRemoved Parms{};

	Parms.SpecialActorData = std::move(SpecialActorData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Heist.SendPlayerAcquiredMessage
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerStateAthena*           CarryingPlayerState                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Heist::SendPlayerAcquiredMessage(class AFortPlayerStateAthena* CarryingPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Heist", "SendPlayerAcquiredMessage");

	Params::FortAthenaMutator_Heist_SendPlayerAcquiredMessage Parms{};

	Parms.CarryingPlayerState = CarryingPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushVehicle.OnIsCoastingChanged
// (Event, Protected, BlueprintEvent)

void AFortAthenaSKPushVehicle::OnIsCoastingChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "OnIsCoastingChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaSKPushVehicle.OnSpringCompression
// (Event, Protected, BlueprintEvent)

void AFortAthenaSKPushVehicle::OnSpringCompression()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "OnSpringCompression");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaSKPushVehicle.GetCoastState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ECoastState                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ECoastState AFortAthenaSKPushVehicle::GetCoastState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "GetCoastState");

	Params::FortAthenaSKPushVehicle_GetCoastState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.GetShoppingCartCoastActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaSKPushVehicle::GetShoppingCartCoastActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "GetShoppingCartCoastActionName");

	Params::FortAthenaSKPushVehicle_GetShoppingCartCoastActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.GetStandingInPlaceSteeringAngle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKPushVehicle::GetStandingInPlaceSteeringAngle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "GetStandingInPlaceSteeringAngle");

	Params::FortAthenaSKPushVehicle_GetStandingInPlaceSteeringAngle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.GetVehicleJumpActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaSKPushVehicle::GetVehicleJumpActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "GetVehicleJumpActionName");

	Params::FortAthenaSKPushVehicle_GetVehicleJumpActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsApplyingPedalForce
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsApplyingPedalForce() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsApplyingPedalForce");

	Params::FortAthenaSKPushVehicle_IsApplyingPedalForce Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsCoasting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsCoasting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsCoasting");

	Params::FortAthenaSKPushVehicle_IsCoasting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsDismountingFromCoast
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsDismountingFromCoast() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsDismountingFromCoast");

	Params::FortAthenaSKPushVehicle_IsDismountingFromCoast Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsEndCoasting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsEndCoasting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsEndCoasting");

	Params::FortAthenaSKPushVehicle_IsEndCoasting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsMounting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsMounting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsMounting");

	Params::FortAthenaSKPushVehicle_IsMounting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsReadyToPedalFromCoast
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsReadyToPedalFromCoast() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsReadyToPedalFromCoast");

	Params::FortAthenaSKPushVehicle_IsReadyToPedalFromCoast Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.IsStandingInPlace
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::IsStandingInPlace() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "IsStandingInPlace");

	Params::FortAthenaSKPushVehicle_IsStandingInPlace Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushVehicle.PlayerWantsToCoast
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaSKPushVehicle::PlayerWantsToCoast() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushVehicle", "PlayerWantsToCoast");

	Params::FortAthenaSKPushVehicle_PlayerWantsToCoast Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushCannon.GetCurrentOverheatValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKPushCannon::GetCurrentOverheatValue()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "GetCurrentOverheatValue");

	Params::FortAthenaSKPushCannon_GetCurrentOverheatValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushCannon.GetOverheatScaler
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKPushCannon::GetOverheatScaler()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "GetOverheatScaler");

	Params::FortAthenaSKPushCannon_GetOverheatScaler Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaSKPushCannon.OnGetExitSocketTransform
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class FName                             ExitSocket                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SocketIndex                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       InTransform                                            (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bOutOverriderExitSocket                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       OutOverrideTransform                                   (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortAthenaSKPushCannon::OnGetExitSocketTransform(const class FName ExitSocket, const int32 SocketIndex, const struct FTransform& InTransform, bool* bOutOverriderExitSocket, struct FTransform* OutOverrideTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnGetExitSocketTransform");

	Params::FortAthenaSKPushCannon_OnGetExitSocketTransform Parms{};

	Parms.ExitSocket = ExitSocket;
	Parms.SocketIndex = SocketIndex;
	Parms.InTransform = std::move(InTransform);

	UObject::ProcessEvent(Func, &Parms);

	if (bOutOverriderExitSocket != nullptr)
		*bOutOverriderExitSocket = Parms.bOutOverriderExitSocket;

	if (OutOverrideTransform != nullptr)
		*OutOverrideTransform = std::move(Parms.OutOverrideTransform);
}


// Function FortniteGame.FortAthenaSKPushCannon.OnLaunchPawn
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSKPushCannon::OnLaunchPawn(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnLaunchPawn");

	Params::FortAthenaSKPushCannon_OnLaunchPawn Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaSKPushCannon.OnPostExitVehicle
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        ExitingPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SeatIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSKPushCannon::OnPostExitVehicle(class AFortPawn* ExitingPawn, int32 SeatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnPostExitVehicle");

	Params::FortAthenaSKPushCannon_OnPostExitVehicle Parms{};

	Parms.ExitingPawn = ExitingPawn;
	Parms.SeatIndex = SeatIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaSKPushCannon.OnPushCannonFired
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   ShotsRemaining                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSKPushCannon::OnPushCannonFired(int32 ShotsRemaining)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnPushCannonFired");

	Params::FortAthenaSKPushCannon_OnPushCannonFired Parms{};

	Parms.ShotsRemaining = ShotsRemaining;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaSKPushCannon.OnRep_OverheatValueRepped
// (Final, Native, Protected)

void AFortAthenaSKPushCannon::OnRep_OverheatValueRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnRep_OverheatValueRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushCannon.OnRep_ShotsFired
// (Final, Native, Protected)

void AFortAthenaSKPushCannon::OnRep_ShotsFired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnRep_ShotsFired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushCannon.OnRep_TargetAimOrientationCorrectedRepped
// (Final, Native, Public)

void AFortAthenaSKPushCannon::OnRep_TargetAimOrientationCorrectedRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnRep_TargetAimOrientationCorrectedRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushCannon.OnRep_TargetAimOrientationRepped
// (Final, Native, Public)

void AFortAthenaSKPushCannon::OnRep_TargetAimOrientationRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "OnRep_TargetAimOrientationRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushCannon.SetActorBase
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InActorBase                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaSKPushCannon::SetActorBase(class AActor* InActorBase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "SetActorBase");

	Params::FortAthenaSKPushCannon_SetActorBase Parms{};

	Parms.InActorBase = InActorBase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaSKPushCannon.GetOverheatingMaxValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaSKPushCannon::GetOverheatingMaxValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaSKPushCannon", "GetOverheatingMaxValue");

	Params::FortAthenaSKPushCannon_GetOverheatingMaxValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.AddCompletionTagsToMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            NewCompletionTagContainer                              (Parm, NativeAccessSpecifierPublic)

void UFortMissionLibrary::AddCompletionTagsToMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& NewCompletionTagContainer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "AddCompletionTagsToMission");

	Params::FortMissionLibrary_AddCompletionTagsToMission Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.NewCompletionTagContainer = std::move(NewCompletionTagContainer);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.AddCompletionTagToMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     NewCompletionTag                                       (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::AddCompletionTagToMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid, const struct FGameplayTag& NewCompletionTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "AddCompletionTagToMission");

	Params::FortMissionLibrary_AddCompletionTagToMission Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.NewCompletionTag = std::move(NewCompletionTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.AdjustWaveBasedGameDifficulty
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FDifficultyAddMod                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::AdjustWaveBasedGameDifficulty(class UObject* WorldContextObject, float FDifficultyAddMod)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "AdjustWaveBasedGameDifficulty");

	Params::FortMissionLibrary_AdjustWaveBasedGameDifficulty Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.FDifficultyAddMod = FDifficultyAddMod;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.CreateDynamicBuildingDeconstructor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Origin                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          BoxExtent                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIgnoreMissionActors                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bShrinkAndDestroy                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::CreateDynamicBuildingDeconstructor(class UObject* WorldContextObject, const struct FVector& Origin, const struct FVector& BoxExtent, bool bIgnoreMissionActors, bool bShrinkAndDestroy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateDynamicBuildingDeconstructor");

	Params::FortMissionLibrary_CreateDynamicBuildingDeconstructor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Origin = std::move(Origin);
	Parms.BoxExtent = std::move(BoxExtent);
	Parms.bIgnoreMissionActors = bIgnoreMissionActors;
	Parms.bShrinkAndDestroy = bShrinkAndDestroy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.CreateMissionEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ObjectiveHandle                                        (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams*          Params_0                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    DO_NOT_USE_THIS_OR_VARIABLES_BELOW                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset*                       EventContent                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GenericInt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GenericFloat                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             GenericText                                            (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            GameplayTags                                           (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FFortMissionEvent                ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortMissionEvent UFortMissionLibrary::CreateMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "CreateMissionEvent");

	Params::FortMissionLibrary_CreateMissionEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventType = EventType;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.ObjectiveHandle = std::move(ObjectiveHandle);
	Parms.Params_0 = Params_0;
	Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
	Parms.EventFocus = EventFocus;
	Parms.EventContent = EventContent;
	Parms.EventInstigator = EventInstigator;
	Parms.GenericInt = GenericInt;
	Parms.GenericFloat = GenericFloat;
	Parms.GenericText = std::move(GenericText);
	Parms.GameplayTags = std::move(GameplayTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.ExecuteMissionEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             EventType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ObjectiveHandle                                        (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams*          Params_0                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    DO_NOT_USE_THIS_OR_VARIABLES_BELOW                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset*                       EventContent                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GenericInt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GenericFloat                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             GenericText                                            (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            GameplayTags                                           (ConstParm, Parm, NativeAccessSpecifierPublic)

void UFortMissionLibrary::ExecuteMissionEvent(class UObject* WorldContextObject, class FName EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEvent");

	Params::FortMissionLibrary_ExecuteMissionEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventType = EventType;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.ObjectiveHandle = std::move(ObjectiveHandle);
	Parms.Params_0 = Params_0;
	Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
	Parms.EventFocus = EventFocus;
	Parms.EventContent = EventContent;
	Parms.EventInstigator = EventInstigator;
	Parms.GenericInt = GenericInt;
	Parms.GenericFloat = GenericFloat;
	Parms.GenericText = std::move(GenericText);
	Parms.GameplayTags = std::move(GameplayTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.ExecuteMissionEventEx
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortMissionEventName            EventType                                              (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ObjectiveHandle                                        (Parm, NativeAccessSpecifierPublic)
// class UFortMissionEventParams*          Params_0                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    DO_NOT_USE_THIS_OR_VARIABLES_BELOW                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UDataAsset*                       EventContent                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EventInstigator                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GenericInt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   GenericFloat                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             GenericText                                            (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            GameplayTags                                           (ConstParm, Parm, NativeAccessSpecifierPublic)

void UFortMissionLibrary::ExecuteMissionEventEx(class UObject* WorldContextObject, const struct FFortMissionEventName& EventType, const struct FGuid& MissionGuid, const struct FGameplayTagContainer& ObjectiveHandle, class UFortMissionEventParams* Params_0, bool DO_NOT_USE_THIS_OR_VARIABLES_BELOW, class UObject* EventFocus, class UDataAsset* EventContent, class AActor* EventInstigator, int32 GenericInt, float GenericFloat, const class FText& GenericText, const struct FGameplayTagContainer& GameplayTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "ExecuteMissionEventEx");

	Params::FortMissionLibrary_ExecuteMissionEventEx Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventType = std::move(EventType);
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.ObjectiveHandle = std::move(ObjectiveHandle);
	Parms.Params_0 = Params_0;
	Parms.DO_NOT_USE_THIS_OR_VARIABLES_BELOW = DO_NOT_USE_THIS_OR_VARIABLES_BELOW;
	Parms.EventFocus = EventFocus;
	Parms.EventContent = EventContent;
	Parms.EventInstigator = EventInstigator;
	Parms.GenericInt = GenericInt;
	Parms.GenericFloat = GenericFloat;
	Parms.GenericText = std::move(GenericText);
	Parms.GameplayTags = std::move(GameplayTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.FindActorsWithTags
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            Tags                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class ABuildingActor*> UFortMissionLibrary::FindActorsWithTags(class UObject* WorldContextObject, const struct FGameplayTagContainer& Tags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "FindActorsWithTags");

	Params::FortMissionLibrary_FindActorsWithTags Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Tags = std::move(Tags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.FindOriginatingPlacementActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   BuildingActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlacementActor*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlacementActor* UFortMissionLibrary::FindOriginatingPlacementActor(class ABuildingActor* BuildingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "FindOriginatingPlacementActor");

	Params::FortMissionLibrary_FindOriginatingPlacementActor Parms{};

	Parms.BuildingActor = BuildingActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetAllLoadedMissions
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortMission*>             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AFortMission*> UFortMissionLibrary::GetAllLoadedMissions(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetAllLoadedMissions");

	Params::FortMissionLibrary_GetAllLoadedMissions Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetBluGloManager
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortBluGloManager*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortBluGloManager* UFortMissionLibrary::GetBluGloManager(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetBluGloManager");

	Params::FortMissionLibrary_GetBluGloManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetMissionActorsInEncounterDirection
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               ActorSubclass                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortEncounterDirection                 DirectionToLookForActors                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Angle                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxDistance                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortMissionLibrary::GetMissionActorsInEncounterDirection(class UObject* WorldContextObject, TSubclassOf<class AActor> ActorSubclass, const struct FVector& StartLocation, EFortEncounterDirection DirectionToLookForActors, float Angle, float MaxDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionActorsInEncounterDirection");

	Params::FortMissionLibrary_GetMissionActorsInEncounterDirection Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ActorSubclass = ActorSubclass;
	Parms.StartLocation = std::move(StartLocation);
	Parms.DirectionToLookForActors = DirectionToLookForActors;
	Parms.Angle = Angle;
	Parms.MaxDistance = MaxDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetMissionActorsInVectorDirection
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               ActorSubclass                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          DirectionToLookForActors                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Angle                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxDistance                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortMissionLibrary::GetMissionActorsInVectorDirection(class UObject* WorldContextObject, TSubclassOf<class AActor> ActorSubclass, const struct FVector& StartLocation, const struct FVector& DirectionToLookForActors, float Angle, float MaxDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionActorsInVectorDirection");

	Params::FortMissionLibrary_GetMissionActorsInVectorDirection Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ActorSubclass = ActorSubclass;
	Parms.StartLocation = std::move(StartLocation);
	Parms.DirectionToLookForActors = std::move(DirectionToLookForActors);
	Parms.Angle = Angle;
	Parms.MaxDistance = MaxDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetMissionFromGuid
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* UFortMissionLibrary::GetMissionFromGuid(class UObject* WorldContextObject, const struct FGuid& MissionGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionFromGuid");

	Params::FortMissionLibrary_GetMissionFromGuid Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetMissionHUDTextLineHeightEstimate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class FText                             Text                                                   (Parm, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortMissionLibrary::GetMissionHUDTextLineHeightEstimate(const class FText& Text)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetMissionHUDTextLineHeightEstimate");

	Params::FortMissionLibrary_GetMissionHUDTextLineHeightEstimate Parms{};

	Parms.Text = std::move(Text);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetPrimaryMission
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* UFortMissionLibrary::GetPrimaryMission(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetPrimaryMission");

	Params::FortMissionLibrary_GetPrimaryMission Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.GetTieredWaveBaseNumKillPoints
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BaseNumOfKillPointsRowName                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OverrideDifficulty                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutBaseNumKillPoints                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GetTieredWaveBaseNumKillPoints(class UObject* WorldContextObject, class FName BaseNumOfKillPointsRowName, float OverrideDifficulty, float* OutBaseNumKillPoints)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetTieredWaveBaseNumKillPoints");

	Params::FortMissionLibrary_GetTieredWaveBaseNumKillPoints Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BaseNumOfKillPointsRowName = BaseNumOfKillPointsRowName;
	Parms.OverrideDifficulty = OverrideDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutBaseNumKillPoints != nullptr)
		*OutBaseNumKillPoints = Parms.OutBaseNumKillPoints;
}


// Function FortniteGame.FortMissionLibrary.GetTieredWaveBaseNumKills
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BaseNumOfKillsRowName                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OverrideDifficulty                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutBaseNumKills                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GetTieredWaveBaseNumKills(class UObject* WorldContextObject, class FName BaseNumOfKillsRowName, float OverrideDifficulty, float* OutBaseNumKills)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetTieredWaveBaseNumKills");

	Params::FortMissionLibrary_GetTieredWaveBaseNumKills Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BaseNumOfKillsRowName = BaseNumOfKillsRowName;
	Parms.OverrideDifficulty = OverrideDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutBaseNumKills != nullptr)
		*OutBaseNumKills = Parms.OutBaseNumKills;
}


// Function FortniteGame.FortMissionLibrary.GetTieredWaveBaseWaveLength
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BaseWaveLengthRowName                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OverrideDifficulty                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutBaseWaveLength                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GetTieredWaveBaseWaveLength(class UObject* WorldContextObject, class FName BaseWaveLengthRowName, float OverrideDifficulty, float* OutBaseWaveLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetTieredWaveBaseWaveLength");

	Params::FortMissionLibrary_GetTieredWaveBaseWaveLength Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.BaseWaveLengthRowName = BaseWaveLengthRowName;
	Parms.OverrideDifficulty = OverrideDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutBaseWaveLength != nullptr)
		*OutBaseWaveLength = Parms.OutBaseWaveLength;
}


// Function FortniteGame.FortMissionLibrary.GetTieredWaveSet
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             TieredWaveCollectionName                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTieredWaveSetCollectionData     WaveCollectionInfo                                     (Parm, OutParm, NativeAccessSpecifierPublic)
// TArray<struct FTieredWaveSetData>       OutWaveData                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GetTieredWaveSet(class FName TieredWaveCollectionName, int32 Tier, struct FTieredWaveSetCollectionData* WaveCollectionInfo, TArray<struct FTieredWaveSetData>* OutWaveData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GetTieredWaveSet");

	Params::FortMissionLibrary_GetTieredWaveSet Parms{};

	Parms.TieredWaveCollectionName = TieredWaveCollectionName;
	Parms.Tier = Tier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WaveCollectionInfo != nullptr)
		*WaveCollectionInfo = std::move(Parms.WaveCollectionInfo);

	if (OutWaveData != nullptr)
		*OutWaveData = std::move(Parms.OutWaveData);
}


// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            EventGuid                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             TitleText                                              (Parm, NativeAccessSpecifierPublic)
// class FText                             DescriptionText                                        (Parm, NativeAccessSpecifierPublic)
// class FName                             LootTierGroup                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LootTier                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RewardDisplayTime                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GiveMissionRewardsToPlayer(class UObject* WorldContextObject, const struct FGuid& EventGuid, class AFortPlayerController* PlayerController, const class FText& TitleText, const class FText& DescriptionText, class FName LootTierGroup, int32 LootTier, float RewardDisplayTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayer");

	Params::FortMissionLibrary_GiveMissionRewardsToPlayer Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventGuid = std::move(EventGuid);
	Parms.PlayerController = PlayerController;
	Parms.TitleText = std::move(TitleText);
	Parms.DescriptionText = std::move(DescriptionText);
	Parms.LootTierGroup = LootTierGroup;
	Parms.LootTier = LootTier;
	Parms.RewardDisplayTime = RewardDisplayTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.GiveMissionRewardsToPlayerAsPickups
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             LootTierGroup                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LootTier                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::GiveMissionRewardsToPlayerAsPickups(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class AFortPlayerController* PlayerController, const struct FVector& StartPosition, float Radius, class FName LootTierGroup, int32 LootTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionRewardsToPlayerAsPickups");

	Params::FortMissionLibrary_GiveMissionRewardsToPlayerAsPickups Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.PlayerController = PlayerController;
	Parms.StartPosition = std::move(StartPosition);
	Parms.Radius = Radius;
	Parms.LootTierGroup = LootTierGroup;
	Parms.LootTier = LootTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.GiveMissionSchematicItemDirectlyToPlayer
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            TargetPlayer                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortSchematicItemDefinition*     SchematicDefinition                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::GiveMissionSchematicItemDirectlyToPlayer(class UObject* WorldContextObject, class AFortPlayerController* TargetPlayer, const struct FGuid& MissionGuid, class UFortSchematicItemDefinition* SchematicDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "GiveMissionSchematicItemDirectlyToPlayer");

	Params::FortMissionLibrary_GiveMissionSchematicItemDirectlyToPlayer Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TargetPlayer = TargetPlayer;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.SchematicDefinition = SchematicDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.HasTags
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            ContainerToCheck                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            TagsToCheck                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bRequireAll                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCountEmptyAsMatch                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::HasTags(const struct FGameplayTagContainer& ContainerToCheck, const struct FGameplayTagContainer& TagsToCheck, bool bRequireAll, bool bCountEmptyAsMatch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "HasTags");

	Params::FortMissionLibrary_HasTags Parms{};

	Parms.ContainerToCheck = std::move(ContainerToCheck);
	Parms.TagsToCheck = std::move(TagsToCheck);
	Parms.bRequireAll = bRequireAll;
	Parms.bCountEmptyAsMatch = bCountEmptyAsMatch;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.IsUsingNewMissionGeneration
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::IsUsingNewMissionGeneration(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "IsUsingNewMissionGeneration");

	Params::FortMissionLibrary_IsUsingNewMissionGeneration Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.LoadMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionInfo*                 MissionInfo                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::LoadMission(class UObject* WorldContextObject, class UFortMissionInfo* MissionInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "LoadMission");

	Params::FortMissionLibrary_LoadMission Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionInfo = MissionInfo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerPawn
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMissionLibrary::NumBluGloFromPlayerPawn(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerPawn");

	Params::FortMissionLibrary_NumBluGloFromPlayerPawn Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.NumBluGloFromPlayerState
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStateZone*             PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMissionLibrary::NumBluGloFromPlayerState(class AFortPlayerStateZone* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "NumBluGloFromPlayerState");

	Params::FortMissionLibrary_NumBluGloFromPlayerState Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.PingMinimap
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WorldLocation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     PingColor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam                               RequiredTeam                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::PingMinimap(class UObject* WorldContextObject, const struct FVector& WorldLocation, const struct FLinearColor& PingColor, EFortTeam RequiredTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "PingMinimap");

	Params::FortMissionLibrary_PingMinimap Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.WorldLocation = std::move(WorldLocation);
	Parms.PingColor = std::move(PingColor);
	Parms.RequiredTeam = RequiredTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.PollActorsInVolume
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UBoxComponent*                    VolumeBoxComponent                                     (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPollActorsInVolumeTypes                PollBuildingTypes                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               ActorClassToPoll                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMissionLibrary::PollActorsInVolume(class UObject* WorldContextObject, class UBoxComponent* VolumeBoxComponent, EPollActorsInVolumeTypes PollBuildingTypes, TSubclassOf<class AActor> ActorClassToPoll)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "PollActorsInVolume");

	Params::FortMissionLibrary_PollActorsInVolume Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.VolumeBoxComponent = VolumeBoxComponent;
	Parms.PollBuildingTypes = PollBuildingTypes;
	Parms.ActorClassToPoll = ActorClassToPoll;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.RegisterForMissionEvents
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           ActorToRegister                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::RegisterForMissionEvents(class AActor* ActorToRegister, const struct FGuid& MissionGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterForMissionEvents");

	Params::FortMissionLibrary_RegisterForMissionEvents Parms{};

	Parms.ActorToRegister = ActorToRegister;
	Parms.MissionGuid = std::move(MissionGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.RegisterMissionInfoUIActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           AttachmentActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          AttachementOffset                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxVisibleDistance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::RegisterMissionInfoUIActor(class AActor* AttachmentActor, const struct FGuid& MissionGuid, const struct FVector& AttachementOffset, float MaxVisibleDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "RegisterMissionInfoUIActor");

	Params::FortMissionLibrary_RegisterMissionInfoUIActor Parms{};

	Parms.AttachmentActor = AttachmentActor;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.AttachementOffset = std::move(AttachementOffset);
	Parms.MaxVisibleDistance = MaxVisibleDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SetOnlinePresenceDoNotDisturb
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDoNotDisturb                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            SpecificPlayer                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::SetOnlinePresenceDoNotDisturb(class UObject* WorldContextObject, bool bDoNotDisturb, class AFortPlayerController* SpecificPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SetOnlinePresenceDoNotDisturb");

	Params::FortMissionLibrary_SetOnlinePresenceDoNotDisturb Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bDoNotDisturb = bDoNotDisturb;
	Parms.SpecificPlayer = SpecificPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.SetWorldSavingEnabled
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::SetWorldSavingEnabled(class UObject* WorldContextObject, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SetWorldSavingEnabled");

	Params::FortMissionLibrary_SetWorldSavingEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.ShouldUseAlternateAIDirectorBalance
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::ShouldUseAlternateAIDirectorBalance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "ShouldUseAlternateAIDirectorBalance");

	Params::FortMissionLibrary_ShouldUseAlternateAIDirectorBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SpawnAndCollectPlayerPickups
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             LootTierGroup                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LootTier                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::SpawnAndCollectPlayerPickups(class UObject* WorldContextObject, class AFortPlayerController* PlayerController, const struct FVector& StartPosition, class FName LootTierGroup, int32 LootTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnAndCollectPlayerPickups");

	Params::FortMissionLibrary_SpawnAndCollectPlayerPickups Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.PlayerController = PlayerController;
	Parms.StartPosition = std::move(StartPosition);
	Parms.LootTierGroup = LootTierGroup;
	Parms.LootTier = LootTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.SpawnAtPlacementActorsHelper
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UClass*                           Entries                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSucceeded                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortMissionLibrary::SpawnAtPlacementActorsHelper(class UObject* WorldContextObject, class UClass* Entries, bool* bSucceeded)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnAtPlacementActorsHelper");

	Params::FortMissionLibrary_SpawnAtPlacementActorsHelper Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Entries = Entries;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bSucceeded != nullptr)
		*bSucceeded = Parms.bSucceeded;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SpawnBuildingActorAtTransform
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class ABuildingActor>       BuildingClass                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       Transform                                              (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class ABuildingActor*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingActor* UFortMissionLibrary::SpawnBuildingActorAtTransform(class UObject* WorldContextObject, const struct FGuid& MissionGuid, TSubclassOf<class ABuildingActor> BuildingClass, const struct FTransform& Transform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnBuildingActorAtTransform");

	Params::FortMissionLibrary_SpawnBuildingActorAtTransform Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.BuildingClass = BuildingClass;
	Parms.Transform = std::move(Transform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickup
// (Final, Native, Static, Public, HasDefaults)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionItemDefinition*       MissionItemDefinition                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        TargetPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickup(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortMissionItemDefinition* MissionItemDefinition, const struct FVector& StartPosition, class AFortPawn* TargetPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickup");

	Params::FortMissionLibrary_SpawnMissionItemPickup Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.MissionItemDefinition = MissionItemDefinition;
	Parms.StartPosition = std::move(StartPosition);
	Parms.TargetPawn = TargetPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SpawnMissionItemPickupInWorld
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberToSpawn                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Direction                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OverrideMaxStackCount                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPickup*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPickup* UFortMissionLibrary::SpawnMissionItemPickupInWorld(class UObject* WorldContextObject, const struct FGuid& MissionGuid, class UFortWorldItemDefinition* ItemDefinition, int32 NumberToSpawn, const struct FVector& Position, const struct FVector& Direction, int32 OverrideMaxStackCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnMissionItemPickupInWorld");

	Params::FortMissionLibrary_SpawnMissionItemPickupInWorld Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);
	Parms.ItemDefinition = ItemDefinition;
	Parms.NumberToSpawn = NumberToSpawn;
	Parms.Position = std::move(Position);
	Parms.Direction = std::move(Direction);
	Parms.OverrideMaxStackCount = OverrideMaxStackCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.SpawnPlacementMissionActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               ActorToSpawn                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           PlacementLocationActor                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OutSpawnedActor                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::SpawnPlacementMissionActor(class UObject* WorldContextObject, const TSubclassOf<class AActor>& ActorToSpawn, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class AActor* PlacementLocationActor, class AActor** OutSpawnedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "SpawnPlacementMissionActor");

	Params::FortMissionLibrary_SpawnPlacementMissionActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ActorToSpawn = ActorToSpawn;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);
	Parms.PlacementLocationActor = PlacementLocationActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSpawnedActor != nullptr)
		*OutSpawnedActor = Parms.OutSpawnedActor;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.StartAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           AssociatedMissionName                                  (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InjectedTags                                           (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           EncounterSettings                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounter(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounter");

	Params::FortMissionLibrary_StartAIEncounter Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EncounterTemplate = EncounterTemplate;
	Parms.TargetActor = TargetActor;
	Parms.InjectedTags = std::move(InjectedTags);
	Parms.EncounterSettings = std::move(EncounterSettings);
	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AssociatedMissionName != nullptr)
		*AssociatedMissionName = std::move(Parms.AssociatedMissionName);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.StartAIEncounterWithEnvironmentQuery
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           AssociatedMissionName                                  (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEncounterEnvironmentQueryInfo   EnvironmentQueryInfo                                   (Parm, NativeAccessSpecifierPublic)
// class AActor*                           QueryActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InjectedTags                                           (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           EncounterSettings                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortMissionLibrary::StartAIEncounterWithEnvironmentQuery(class UObject* WorldContextObject, class FString* AssociatedMissionName, TSubclassOf<class UFortAIEncounterInfo> EncounterTemplate, class AActor* TargetActor, const struct FEncounterEnvironmentQueryInfo& EnvironmentQueryInfo, class AActor* QueryActor, const struct FGameplayTagContainer& InjectedTags, const struct FFortEncounterSettings& EncounterSettings, int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "StartAIEncounterWithEnvironmentQuery");

	Params::FortMissionLibrary_StartAIEncounterWithEnvironmentQuery Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EncounterTemplate = EncounterTemplate;
	Parms.TargetActor = TargetActor;
	Parms.EnvironmentQueryInfo = std::move(EnvironmentQueryInfo);
	Parms.QueryActor = QueryActor;
	Parms.InjectedTags = std::move(InjectedTags);
	Parms.EncounterSettings = std::move(EncounterSettings);
	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (AssociatedMissionName != nullptr)
		*AssociatedMissionName = std::move(Parms.AssociatedMissionName);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionLibrary.StartPlayingMission
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::StartPlayingMission(class UObject* WorldContextObject, const struct FGuid& MissionGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "StartPlayingMission");

	Params::FortMissionLibrary_StartPlayingMission Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MissionGuid = std::move(MissionGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.StopAIEncounter
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ActiveEncounter                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortObjectiveStatus                    ObjectiveStatus                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::StopAIEncounter(class UObject* WorldContextObject, class UFortAIEncounterInfo* ActiveEncounter, EFortObjectiveStatus ObjectiveStatus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounter");

	Params::FortMissionLibrary_StopAIEncounter Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ActiveEncounter = ActiveEncounter;
	Parms.ObjectiveStatus = ObjectiveStatus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.StopAIEncounterAgainstActor
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::StopAIEncounterAgainstActor(class UObject* WorldContextObject, class AActor* TargetActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "StopAIEncounterAgainstActor");

	Params::FortMissionLibrary_StopAIEncounterAgainstActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TargetActor = TargetActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.TeleportPawnNearLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          DestLocation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::TeleportPawnNearLocation(class AFortPawn* Pawn, const struct FVector& DestLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPawnNearLocation");

	Params::FortMissionLibrary_TeleportPawnNearLocation Parms{};

	Parms.Pawn = Pawn;
	Parms.DestLocation = std::move(DestLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.TeleportPlayerPawn
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          DestLocation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         DestRotation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bIgnoreCollision                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionLibrary::TeleportPlayerPawn(class AFortPlayerPawn* PlayerPawn, const struct FVector& DestLocation, const struct FRotator& DestRotation, bool bIgnoreCollision)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "TeleportPlayerPawn");

	Params::FortMissionLibrary_TeleportPlayerPawn Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.DestLocation = std::move(DestLocation);
	Parms.DestRotation = std::move(DestRotation);
	Parms.bIgnoreCollision = bIgnoreCollision;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionLibrary.UnregisterForMissionEvents
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           ActorToUnregister                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            MissionGuid                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionLibrary::UnregisterForMissionEvents(class AActor* ActorToUnregister, const struct FGuid& MissionGuid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionLibrary", "UnregisterForMissionEvents");

	Params::FortMissionLibrary_UnregisterForMissionEvents Parms{};

	Parms.ActorToUnregister = ActorToUnregister;
	Parms.MissionGuid = std::move(MissionGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetFortInputDataForBlueprint
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortInputData*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortInputData* UFortInputData::GetFortInputDataForBlueprint()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortInputData", "GetFortInputDataForBlueprint");

	Params::FortInputData_GetFortInputDataForBlueprint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetMoveLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetMoveLabel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetMoveLabel");

	Params::FortInputData_GetMoveLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAbility1Label
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAbility1Label() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAbility1Label");

	Params::FortInputData_GetAbility1Label Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAbility2Label
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAbility2Label() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAbility2Label");

	Params::FortInputData_GetAbility2Label Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAbility3Label
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAbility3Label() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAbility3Label");

	Params::FortInputData_GetAbility3Label Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAimDownSightsHeavyMeleeLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAimDownSightsHeavyMeleeLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAimDownSightsHeavyMeleeLabel");

	Params::FortInputData_GetAimDownSightsHeavyMeleeLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAimDownSightsLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAimDownSightsLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAimDownSightsLabel");

	Params::FortInputData_GetAimDownSightsLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAttackConfirmLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAttackConfirmLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAttackConfirmLabel");

	Params::FortInputData_GetAttackConfirmLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetAutoSprintLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetAutoSprintLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetAutoSprintLabel");

	Params::FortInputData_GetAutoSprintLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetBuildingEditResetLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetBuildingEditResetLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetBuildingEditResetLabel");

	Params::FortInputData_GetBuildingEditResetLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetChangeMaterialLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetChangeMaterialLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetChangeMaterialLabel");

	Params::FortInputData_GetChangeMaterialLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetChatHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetChatHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetChatHoldLabel");

	Params::FortInputData_GetChatHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetCraftAmmoHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetCraftAmmoHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetCraftAmmoHoldLabel");

	Params::FortInputData_GetCraftAmmoHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetCrouchLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetCrouchLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetCrouchLabel");

	Params::FortInputData_GetCrouchLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetDeployHoverboardLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetDeployHoverboardLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetDeployHoverboardLabel");

	Params::FortInputData_GetDeployHoverboardLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetEditBuildingPieceHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetEditBuildingPieceHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetEditBuildingPieceHoldLabel");

	Params::FortInputData_GetEditBuildingPieceHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetEmoteLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetEmoteLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetEmoteLabel");

	Params::FortInputData_GetEmoteLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetEmoteOrQuickChatLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetEmoteOrQuickChatLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetEmoteOrQuickChatLabel");

	Params::FortInputData_GetEmoteOrQuickChatLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGadget1Label
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGadget1Label() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGadget1Label");

	Params::FortInputData_GetGadget1Label Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGadget2Label
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGadget2Label() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGadget2Label");

	Params::FortInputData_GetGadget2Label Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGameMenuLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGameMenuLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGameMenuLabel");

	Params::FortInputData_GetGameMenuLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadChangeMaterialOrTrapPickerLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadChangeMaterialOrTrapPickerLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadChangeMaterialOrTrapPickerLabel");

	Params::FortInputData_GetGamepadChangeMaterialOrTrapPickerLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadFloorSelectAndPlaceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadFloorSelectAndPlaceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadFloorSelectAndPlaceLabel");

	Params::FortInputData_GetGamepadFloorSelectAndPlaceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadRoofSelectAndPlaceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadRoofSelectAndPlaceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadRoofSelectAndPlaceLabel");

	Params::FortInputData_GetGamepadRoofSelectAndPlaceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadStairSelectAndPlaceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadStairSelectAndPlaceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadStairSelectAndPlaceLabel");

	Params::FortInputData_GetGamepadStairSelectAndPlaceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadTrapPickerHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadTrapPickerHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadTrapPickerHoldLabel");

	Params::FortInputData_GetGamepadTrapPickerHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadTrapSelectAndPlaceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadTrapSelectAndPlaceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadTrapSelectAndPlaceLabel");

	Params::FortInputData_GetGamepadTrapSelectAndPlaceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetGamepadWallSelectAndPlaceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetGamepadWallSelectAndPlaceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetGamepadWallSelectAndPlaceLabel");

	Params::FortInputData_GetGamepadWallSelectAndPlaceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetHarvestWeaponHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetHarvestWeaponHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetHarvestWeaponHoldLabel");

	Params::FortInputData_GetHarvestWeaponHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetHarvestWeaponLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetHarvestWeaponLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetHarvestWeaponLabel");

	Params::FortInputData_GetHarvestWeaponLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetInteractTapHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetInteractTapHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetInteractTapHoldLabel");

	Params::FortInputData_GetInteractTapHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetJumpLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetJumpLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetJumpLabel");

	Params::FortInputData_GetJumpLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetLookLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetLookLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetLookLabel");

	Params::FortInputData_GetLookLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetNextBuildingPieceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetNextBuildingPieceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetNextBuildingPieceLabel");

	Params::FortInputData_GetNextBuildingPieceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetNextWeaponLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetNextWeaponLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetNextWeaponLabel");

	Params::FortInputData_GetNextWeaponLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetNextWeaponTapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetNextWeaponTapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetNextWeaponTapLabel");

	Params::FortInputData_GetNextWeaponTapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPickTrapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPickTrapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPickTrapLabel");

	Params::FortInputData_GetPickTrapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPickTrapTapHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPickTrapTapHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPickTrapTapHoldLabel");

	Params::FortInputData_GetPickTrapTapHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPickTrapTapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPickTrapTapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPickTrapTapLabel");

	Params::FortInputData_GetPickTrapTapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPlaceBuildingOrTrapConfirmLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPlaceBuildingOrTrapConfirmLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPlaceBuildingOrTrapConfirmLabel");

	Params::FortInputData_GetPlaceBuildingOrTrapConfirmLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPreviousBuildingPieceLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPreviousBuildingPieceLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPreviousBuildingPieceLabel");

	Params::FortInputData_GetPreviousBuildingPieceLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPreviousWeaponLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPreviousWeaponLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPreviousWeaponLabel");

	Params::FortInputData_GetPreviousWeaponLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetPreviousWeaponTapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetPreviousWeaponTapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetPreviousWeaponTapLabel");

	Params::FortInputData_GetPreviousWeaponTapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetReloadLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetReloadLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetReloadLabel");

	Params::FortInputData_GetReloadLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetReloadTapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetReloadTapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetReloadTapLabel");

	Params::FortInputData_GetReloadTapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetRepairHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetRepairHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetRepairHoldLabel");

	Params::FortInputData_GetRepairHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetRepairImproveSpotEnemyLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetRepairImproveSpotEnemyLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetRepairImproveSpotEnemyLabel");

	Params::FortInputData_GetRepairImproveSpotEnemyLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetRepairLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetRepairLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetRepairLabel");

	Params::FortInputData_GetRepairLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetRotateBuildingLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetRotateBuildingLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetRotateBuildingLabel");

	Params::FortInputData_GetRotateBuildingLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetRotateBuildingTapRepairHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetRotateBuildingTapRepairHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetRotateBuildingTapRepairHoldLabel");

	Params::FortInputData_GetRotateBuildingTapRepairHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetScreenLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             PresetName                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortInputActionGroup                   InputActionGroup                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ActionName                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bRichText                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetScreenLabel(const class FName PresetName, const EFortInputActionGroup InputActionGroup, const class FName ActionName, const bool bRichText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetScreenLabel");

	Params::FortInputData_GetScreenLabel Parms{};

	Parms.PresetName = PresetName;
	Parms.InputActionGroup = InputActionGroup;
	Parms.ActionName = ActionName;
	Parms.bRichText = bRichText;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetSprintLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetSprintLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetSprintLabel");

	Params::FortInputData_GetSprintLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetSwitchQuickbarLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetSwitchQuickbarLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetSwitchQuickbarLabel");

	Params::FortInputData_GetSwitchQuickbarLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetSwitchQuickBarTapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetSwitchQuickBarTapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetSwitchQuickBarTapLabel");

	Params::FortInputData_GetSwitchQuickBarTapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetToggleFullScreenMapLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetToggleFullScreenMapLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetToggleFullScreenMapLabel");

	Params::FortInputData_GetToggleFullScreenMapLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetToggleInventoryLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetToggleInventoryLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetToggleInventoryLabel");

	Params::FortInputData_GetToggleInventoryLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetTrapInventoryHoldLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetTrapInventoryHoldLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetTrapInventoryHoldLabel");

	Params::FortInputData_GetTrapInventoryHoldLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInputData.GetUseOrReloadLabel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInputData::GetUseOrReloadLabel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInputData", "GetUseOrReloadLabel");

	Params::FortInputData_GetUseOrReloadLabel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIDirectorDataManager.TriggerEvent
// (Native, Public, HasOutParams)
// Parameters:
// struct FFortAIDirectorEvent             TriggeredEvent                                         (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIDirectorDataManager::TriggerEvent(const struct FFortAIDirectorEvent& TriggeredEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirectorDataManager", "TriggerEvent");

	Params::FortAIDirectorDataManager_TriggerEvent Parms{};

	Parms.TriggeredEvent = std::move(TriggeredEvent);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIDirectorDataManager.GetAIDirectorFactorValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAIDirectorFactor                   AIDirectorFactor                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAIDirectorDataManager::GetAIDirectorFactorValue(EFortAIDirectorFactor AIDirectorFactor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIDirectorDataManager", "GetAIDirectorFactorValue");

	Params::FortAIDirectorDataManager_GetAIDirectorFactorValue Parms{};

	Parms.AIDirectorFactor = AIDirectorFactor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.CacheAudioPointers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortVehicleAudioVoice*           InAudioMovement                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioBoost                                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortVehicleAudioVoice*           InAudioWind                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaJackalVehicle::CacheAudioPointers(class UFortVehicleAudioVoice* InAudioMovement, class UFortVehicleAudioVoice* InAudioBoost, class UFortVehicleAudioVoice* InAudioWind)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CacheAudioPointers");

	Params::FortAthenaJackalVehicle_CacheAudioPointers Parms{};

	Parms.InAudioMovement = InAudioMovement;
	Parms.InAudioBoost = InAudioBoost;
	Parms.InAudioWind = InAudioWind;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.CacheFX
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         InBoostFX                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         InLoopingFX                                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaJackalVehicle::CacheFX(class UParticleSystemComponent* InBoostFX, class UParticleSystemComponent* InLoopingFX)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CacheFX");

	Params::FortAthenaJackalVehicle_CacheFX Parms{};

	Parms.InBoostFX = InBoostFX;
	Parms.InLoopingFX = InLoopingFX;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.CheckWater
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// float                                   WaterLocationZ                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         WaterFX                                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAudioComponent*                  WaterAudio                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaJackalVehicle::CheckWater(float WaterLocationZ, class UParticleSystemComponent* WaterFX, class UAudioComponent* WaterAudio)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CheckWater");

	Params::FortAthenaJackalVehicle_CheckWater Parms{};

	Parms.WaterLocationZ = WaterLocationZ;
	Parms.WaterFX = WaterFX;
	Parms.WaterAudio = WaterAudio;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.GetCurrentBoostTimer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FFortRechargingActionTimer       ReturnValue                                            (Parm, OutParm, ReturnParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

struct FFortRechargingActionTimer AFortAthenaJackalVehicle::GetCurrentBoostTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "GetCurrentBoostTimer");

	Params::FortAthenaJackalVehicle_GetCurrentBoostTimer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.NativeOnBoostBegin
// (Final, Native, Public)

void AFortAthenaJackalVehicle::NativeOnBoostBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "NativeOnBoostBegin");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.NativeOnBoostEnd
// (Final, Native, Public)

void AFortAthenaJackalVehicle::NativeOnBoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "NativeOnBoostEnd");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.OnBoostBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaJackalVehicle::OnBoostBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnBoostBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnBoostEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaJackalVehicle::OnBoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnBoostEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnDriveModeChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaJackalVehicle::OnDriveModeChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnDriveModeChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnJumpChargeBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaJackalVehicle::OnJumpChargeBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnJumpChargeBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnJumpChargeEnd
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   Charge                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaJackalVehicle::OnJumpChargeEnd(float Charge)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnJumpChargeEnd");

	Params::FortAthenaJackalVehicle_OnJumpChargeEnd Parms{};

	Parms.Charge = Charge;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnJumped
// (Event, Public, BlueprintEvent)
// Parameters:
// float                                   Charge                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaJackalVehicle::OnJumped(float Charge)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnJumped");

	Params::FortAthenaJackalVehicle_OnJumped Parms{};

	Parms.Charge = Charge;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaJackalVehicle.OnWeaponUnholstered
// (Final, Native, Public)

void AFortAthenaJackalVehicle::OnWeaponUnholstered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "OnWeaponUnholstered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaJackalVehicle.CanActivateBoost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::CanActivateBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CanActivateBoost");

	Params::FortAthenaJackalVehicle_CanActivateBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.CanBoost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::CanBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CanBoost");

	Params::FortAthenaJackalVehicle_CanBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.CanChargeJump
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::CanChargeJump() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CanChargeJump");

	Params::FortAthenaJackalVehicle_CanChargeJump Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.CanJump
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::CanJump() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "CanJump");

	Params::FortAthenaJackalVehicle_CanJump Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.GetBoostCandidateIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAthenaJackalVehicle::GetBoostCandidateIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "GetBoostCandidateIndex");

	Params::FortAthenaJackalVehicle_GetBoostCandidateIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.GetSpringHitLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SpringIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::GetSpringHitLocation(int32 SpringIndex, struct FVector* HitLocation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "GetSpringHitLocation");

	Params::FortAthenaJackalVehicle_GetSpringHitLocation Parms{};

	Parms.SpringIndex = SpringIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (HitLocation != nullptr)
		*HitLocation = std::move(Parms.HitLocation);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.IsBoosting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::IsBoosting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "IsBoosting");

	Params::FortAthenaJackalVehicle_IsBoosting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaJackalVehicle.IsDriveModeOnly
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaJackalVehicle::IsDriveModeOnly() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaJackalVehicle", "IsDriveModeOnly");

	Params::FortAthenaJackalVehicle_IsDriveModeOnly Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignJackalVehicle.HandleOnPlayerDamaged
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCampaignJackalVehicle::HandleOnPlayerDamaged(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignJackalVehicle", "HandleOnPlayerDamaged");

	Params::FortCampaignJackalVehicle_HandleOnPlayerDamaged Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterInfoOwnerInterface.GetEncounterInfo
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* IFortAIEncounterInfoOwnerInterface::GetEncounterInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterInfoOwnerInterface", "GetEncounterInfo");

	Params::FortAIEncounterInfoOwnerInterface_GetEncounterInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.Last
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortEncounterSequenceResult UFortAIEncounterSequence::Last()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "Last");

	Params::FortAIEncounterSequence_Last Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.Next
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortEncounterSequenceResult UFortAIEncounterSequence::Next()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "Next");

	Params::FortAIEncounterSequence_Next Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.Previous
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortEncounterSequenceResult UFortAIEncounterSequence::Previous()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "Previous");

	Params::FortAIEncounterSequence_Previous Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.SetEncounterStartingData
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class AActor*>                   InTargetActors                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        InAssignmentSettings                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEncounterEnvironmentQueryInfo   InOverrideEnvironmentQueryInfo                         (Parm, NativeAccessSpecifierPublic)
// class AActor*                           InOptionalQueryActor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InInjectedTags                                         (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           InEncounterSettings                                    (Parm, NativeAccessSpecifierPublic)

void UFortAIEncounterSequence::SetEncounterStartingData(const TArray<class AActor*>& InTargetActors, class UFortAIAssignmentSettings* InAssignmentSettings, const struct FEncounterEnvironmentQueryInfo& InOverrideEnvironmentQueryInfo, class AActor* InOptionalQueryActor, const struct FGameplayTagContainer& InInjectedTags, const struct FFortEncounterSettings& InEncounterSettings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "SetEncounterStartingData");

	Params::FortAIEncounterSequence_SetEncounterStartingData Parms{};

	Parms.InTargetActors = std::move(InTargetActors);
	Parms.InAssignmentSettings = InAssignmentSettings;
	Parms.InOverrideEnvironmentQueryInfo = std::move(InOverrideEnvironmentQueryInfo);
	Parms.InOptionalQueryActor = InOptionalQueryActor;
	Parms.InInjectedTags = std::move(InInjectedTags);
	Parms.InEncounterSettings = std::move(InEncounterSettings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterSequence.StartCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult            OutRequestResult                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   InTargetActors                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAIAssignmentSettings*        InAssignmentSettings                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEncounterEnvironmentQueryInfo   InOverrideEnvironmentQueryInfo                         (Parm, NativeAccessSpecifierPublic)
// class AActor*                           InOptionalQueryActor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InInjectedTags                                         (Parm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           InEncounterSettings                                    (Parm, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounter(EFortEncounterSequenceResult* OutRequestResult, const TArray<class AActor*>& InTargetActors, class UFortAIAssignmentSettings* InAssignmentSettings, const struct FEncounterEnvironmentQueryInfo& InOverrideEnvironmentQueryInfo, class AActor* InOptionalQueryActor, const struct FGameplayTagContainer& InInjectedTags, const struct FFortEncounterSettings& InEncounterSettings, int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "StartCurrentEncounter");

	Params::FortAIEncounterSequence_StartCurrentEncounter Parms{};

	Parms.InTargetActors = std::move(InTargetActors);
	Parms.InAssignmentSettings = InAssignmentSettings;
	Parms.InOverrideEnvironmentQueryInfo = std::move(InOverrideEnvironmentQueryInfo);
	Parms.InOptionalQueryActor = InOptionalQueryActor;
	Parms.InInjectedTags = std::move(InInjectedTags);
	Parms.InEncounterSettings = std::move(InEncounterSettings);
	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRequestResult != nullptr)
		*OutRequestResult = Parms.OutRequestResult;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.StartCurrentEncounterWithSavedData
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortEncounterSequenceResult            OutRequestResult                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ActivationDelay                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortAIEncounterSequence::StartCurrentEncounterWithSavedData(EFortEncounterSequenceResult* OutRequestResult, int32 ActivationDelay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "StartCurrentEncounterWithSavedData");

	Params::FortAIEncounterSequence_StartCurrentEncounterWithSavedData Parms{};

	Parms.ActivationDelay = ActivationDelay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRequestResult != nullptr)
		*OutRequestResult = Parms.OutRequestResult;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.StopCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortAIEncounterSequence::StopCurrentEncounter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "StopCurrentEncounter");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIEncounterSequence.EncounterBelongsToSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             InEncounter                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterSequence::EncounterBelongsToSequence(class UFortAIEncounterInfo* InEncounter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "EncounterBelongsToSequence");

	Params::FortAIEncounterSequence_EncounterBelongsToSequence Parms{};

	Parms.InEncounter = InEncounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.GetCurrentEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAIEncounterInfo*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAIEncounterInfo* UFortAIEncounterSequence::GetCurrentEncounter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "GetCurrentEncounter");

	Params::FortAIEncounterSequence_GetCurrentEncounter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.GetEncounterIndexInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortAIEncounterSequence::GetEncounterIndexInSequence() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "GetEncounterIndexInSequence");

	Params::FortAIEncounterSequence_GetEncounterIndexInSequence Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.GetNumEncountersInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortAIEncounterSequence::GetNumEncountersInSequence() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "GetNumEncountersInSequence");

	Params::FortAIEncounterSequence_GetNumEncountersInSequence Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.HasEncounter
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterSequence::HasEncounter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "HasEncounter");

	Params::FortAIEncounterSequence_HasEncounter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIEncounterSequence.IsOnFinalIndexInSequence
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAIEncounterSequence::IsOnFinalIndexInSequence() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIEncounterSequence", "IsOnFinalIndexInSequence");

	Params::FortAIEncounterSequence_IsOnFinalIndexInSequence Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NoiseMaker                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxRange                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIFunctionLibrary::MakeNoiseEvent(class AActor* NoiseMaker, float MaxRange)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEvent");

	Params::FortAIFunctionLibrary_MakeNoiseEvent Parms{};

	Parms.NoiseMaker = NoiseMaker;
	Parms.MaxRange = MaxRange;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIFunctionLibrary.MakeNoiseEventAtLocation
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           NoiseMaker                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxRange                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NoiseLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAIFunctionLibrary::MakeNoiseEventAtLocation(class AActor* NoiseMaker, float MaxRange, const struct FVector& NoiseLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIFunctionLibrary", "MakeNoiseEventAtLocation");

	Params::FortAIFunctionLibrary_MakeNoiseEventAtLocation Parms{};

	Parms.NoiseMaker = NoiseMaker;
	Parms.MaxRange = MaxRange;
	Parms.NoiseLocation = std::move(NoiseLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.DoesChallengeBundleScheduleExpire
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortChallengeBundleScheduleDefinition::DoesChallengeBundleScheduleExpire() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "DoesChallengeBundleScheduleExpire");

	Params::FortChallengeBundleScheduleDefinition_DoesChallengeBundleScheduleExpire Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetBundleDefinitions
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortChallengeBundleItemDefinition*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortChallengeBundleItemDefinition*> UFortChallengeBundleScheduleDefinition::GetBundleDefinitions() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetBundleDefinitions");

	Params::FortChallengeBundleScheduleDefinition_GetBundleDefinitions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetCalendarEventName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortChallengeBundleScheduleDefinition::GetCalendarEventName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetCalendarEventName");

	Params::FortChallengeBundleScheduleDefinition_GetCalendarEventName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetCategoryID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortChallengeBundleScheduleDefinition::GetCategoryID() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetCategoryID");

	Params::FortChallengeBundleScheduleDefinition_GetCategoryID Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetCategoryName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortChallengeBundleScheduleDefinition::GetCategoryName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetCategoryName");

	Params::FortChallengeBundleScheduleDefinition_GetCategoryName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetEventName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortChallengeBundleScheduleDefinition::GetEventName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetEventName");

	Params::FortChallengeBundleScheduleDefinition_GetEventName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetNumBundles
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortChallengeBundleScheduleDefinition::GetNumBundles() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetNumBundles");

	Params::FortChallengeBundleScheduleDefinition_GetNumBundles Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetRequiredMcpContextTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortChallengeBundleScheduleDefinition::GetRequiredMcpContextTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetRequiredMcpContextTags");

	Params::FortChallengeBundleScheduleDefinition_GetRequiredMcpContextTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleDefinition.GetSortPriority
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortChallengeBundleScheduleDefinition::GetSortPriority() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleDefinition", "GetSortPriority");

	Params::FortChallengeBundleScheduleDefinition_GetSortPriority Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.ClaimReward
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortCollectionBookRewards       RewardToClaim                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   RewardIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCollectionBookManager::ClaimReward(const struct FFortCollectionBookRewards& RewardToClaim, int32 RewardIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "ClaimReward");

	Params::FortCollectionBookManager_ClaimReward Parms{};

	Parms.RewardToClaim = std::move(RewardToClaim);
	Parms.RewardIndex = RewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCollectionBookManager.PopulateCollectionBookRewards
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortCollectionBookRewards>OutAvailableRewards                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCollectionBookManager::PopulateCollectionBookRewards(TArray<struct FFortCollectionBookRewards>* OutAvailableRewards)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "PopulateCollectionBookRewards");

	Params::FortCollectionBookManager_PopulateCollectionBookRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAvailableRewards != nullptr)
		*OutAvailableRewards = std::move(Parms.OutAvailableRewards);
}


// Function FortniteGame.FortCollectionBookManager.PurchaseItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 Item                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCollectionBookManager::PurchaseItem(const class UFortAccountItem* Item)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "PurchaseItem");

	Params::FortCollectionBookManager_PurchaseItem Parms{};

	Parms.Item = Item;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.SlotItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 Item                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SlotId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCollectionBookManager::SlotItem(const class UFortAccountItem* Item, class FName SlotId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "SlotItem");

	Params::FortCollectionBookManager_SlotItem Parms{};

	Parms.Item = Item;
	Parms.SlotId = SlotId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.UnSlotItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 Item                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCollectionBookManager::UnSlotItem(const class UFortAccountItem* Item)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "UnSlotItem");

	Params::FortCollectionBookManager_UnSlotItem Parms{};

	Parms.Item = Item;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.CalculateBookXp
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCollectionBookManager::CalculateBookXp() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "CalculateBookXp");

	Params::FortCollectionBookManager_CalculateBookXp Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.CalculatePageXp
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             PageId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCollectionBookManager::CalculatePageXp(class FName PageId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "CalculatePageXp");

	Params::FortCollectionBookManager_CalculatePageXp Parms{};

	Parms.PageId = PageId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.CanSlotItem
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAccountItem*                 AccountItem                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bOnlyAllowIfSlotEmpty                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             OutSlotId                                              (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCollectionBookManager::CanSlotItem(const class UFortAccountItem* AccountItem, bool bOnlyAllowIfSlotEmpty, class FName& OutSlotId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "CanSlotItem");

	Params::FortCollectionBookManager_CanSlotItem Parms{};

	Parms.AccountItem = AccountItem;
	Parms.bOnlyAllowIfSlotEmpty = bOnlyAllowIfSlotEmpty;
	Parms.OutSlotId = OutSlotId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	OutSlotId = Parms.OutSlotId;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.GetBookTotalXPToNextLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   CurrentLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCollectionBookManager::GetBookTotalXPToNextLevel(int32 CurrentLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "GetBookTotalXPToNextLevel");

	Params::FortCollectionBookManager_GetBookTotalXPToNextLevel Parms{};

	Parms.CurrentLevel = CurrentLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.GetBookXPPercentToNextLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   CurrentLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NewXP                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortCollectionBookManager::GetBookXPPercentToNextLevel(int32 CurrentLevel, int32 NewXP) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "GetBookXPPercentToNextLevel");

	Params::FortCollectionBookManager_GetBookXPPercentToNextLevel Parms{};

	Parms.CurrentLevel = CurrentLevel;
	Parms.NewXP = NewXP;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookManager.GetItemInSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SlotId                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* UFortCollectionBookManager::GetItemInSlot(class FName SlotId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookManager", "GetItemInSlot");

	Params::FortCollectionBookManager_GetItemInSlot Parms{};

	Parms.SlotId = SlotId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetGroundSpeedForUrgency
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn*                      FortAIPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementUrgency                    Urgency                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAIPawn::GetGroundSpeedForUrgency(class AFortAIPawn* FortAIPawn, EFortMovementUrgency Urgency)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIPawn", "GetGroundSpeedForUrgency");

	Params::FortAIPawn_GetGroundSpeedForUrgency Parms{};

	Parms.FortAIPawn = FortAIPawn;
	Parms.Urgency = Urgency;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetMovementStyle
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn*                      FortAIPawn                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementStyle                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortMovementStyle AFortAIPawn::GetMovementStyle(const class AFortAIPawn* FortAIPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementStyle");

	Params::FortAIPawn_GetMovementStyle Parms{};

	Parms.FortAIPawn = FortAIPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetMovementUrgency
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortAIPawn*                      FortAIPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortMovementUrgency                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortMovementUrgency AFortAIPawn::GetMovementUrgency(class AFortAIPawn* FortAIPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAIPawn", "GetMovementUrgency");

	Params::FortAIPawn_GetMovementUrgency Parms{};

	Parms.FortAIPawn = FortAIPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.AddFortAbilitySet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAbilitySet*                  FortAbilitySet                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::AddFortAbilitySet(class UFortAbilitySet* FortAbilitySet)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "AddFortAbilitySet");

	Params::FortAIPawn_AddFortAbilitySet Parms{};

	Parms.FortAbilitySet = FortAbilitySet;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.AddUnreachablePickup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPickup*                      Pickup                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::AddUnreachablePickup(class AFortPickup* Pickup)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "AddUnreachablePickup");

	Params::FortAIPawn_AddUnreachablePickup Parms{};

	Parms.Pickup = Pickup;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.CanHitTargetWithAbility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            GameplayAbilityTag                                     (Parm, NativeAccessSpecifierPublic)
// class AActor*                           CanHitTarget                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseIdealYawRotationToTarget                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::CanHitTargetWithAbility(const struct FGameplayTagContainer& GameplayAbilityTag, class AActor* CanHitTarget, bool bUseIdealYawRotationToTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "CanHitTargetWithAbility");

	Params::FortAIPawn_CanHitTargetWithAbility Parms{};

	Parms.GameplayAbilityTag = std::move(GameplayAbilityTag);
	Parms.CanHitTarget = CanHitTarget;
	Parms.bUseIdealYawRotationToTarget = bUseIdealYawRotationToTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.ClearAIFocalPoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bUseAttackingPriority                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::ClearAIFocalPoint(bool bUseAttackingPriority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ClearAIFocalPoint");

	Params::FortAIPawn_ClearAIFocalPoint Parms{};

	Parms.bUseAttackingPriority = bUseAttackingPriority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.FastSharedReplication
// (Final, Net, Native, Event, NetMulticast, Private)
// Parameters:
// struct FFortAISharedRepMovement         SharedRepMovement                                      (ConstParm, Parm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIPawn::FastSharedReplication(const struct FFortAISharedRepMovement& SharedRepMovement)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "FastSharedReplication");

	Params::FortAIPawn_FastSharedReplication Parms{};

	Parms.SharedRepMovement = std::move(SharedRepMovement);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.FinishedEncounterSpawn
// (Final, Native, Public)

void AFortAIPawn::FinishedEncounterSpawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "FinishedEncounterSpawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.ForceKillNoDBNO
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortAIPawn::ForceKillNoDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ForceKillNoDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.GiveAmmo
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   AmmoQuantity                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::GiveAmmo(const int32 AmmoQuantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GiveAmmo");

	Params::FortAIPawn_GiveAmmo Parms{};

	Parms.AmmoQuantity = AmmoQuantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.GrabPickup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPickup*                      Pickup                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::GrabPickup(class AFortPickup* Pickup)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GrabPickup");

	Params::FortAIPawn_GrabPickup Parms{};

	Parms.Pickup = Pickup;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.NetMulticast_BatchedDamageCues
// (Net, Native, Event, NetMulticast, Public)
// Parameters:
// struct FFortAIBatchedDamageCues         Data                                                   (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIPawn::NetMulticast_BatchedDamageCues(const struct FFortAIBatchedDamageCues& Data)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "NetMulticast_BatchedDamageCues");

	Params::FortAIPawn_NetMulticast_BatchedDamageCues Parms{};

	Parms.Data = std::move(Data);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnAppearanceOverridden
// (Event, Protected, BlueprintEvent)

void AFortAIPawn::OnAppearanceOverridden()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnAppearanceOverridden");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIPawn.OnBeginSleepEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortAIPawn::OnBeginSleepEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnBeginSleepEffects");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIPawn.OnCheatUpdateSpecialEventGE
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bShouldUseSpecialEventGE                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::OnCheatUpdateSpecialEventGE(bool bShouldUseSpecialEventGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnCheatUpdateSpecialEventGE");

	Params::FortAIPawn_OnCheatUpdateSpecialEventGE Parms{};

	Parms.bShouldUseSpecialEventGE = bShouldUseSpecialEventGE;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIPawn.OnDefenderTrapSet
// (Event, Protected, BlueprintEvent)
// Parameters:
// class ABuildingTrapDefender*            OldDefenderTrap                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::OnDefenderTrapSet(class ABuildingTrapDefender* OldDefenderTrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnDefenderTrapSet");

	Params::FortAIPawn_OnDefenderTrapSet Parms{};

	Parms.OldDefenderTrap = OldDefenderTrap;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAIPawn.OnEncounterSpawnEnableMeleeAttacking
// (Final, Native, Public)

void AFortAIPawn::OnEncounterSpawnEnableMeleeAttacking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnEncounterSpawnEnableMeleeAttacking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnEncounterSpawnEnableRangedAttacking
// (Final, Native, Public)

void AFortAIPawn::OnEncounterSpawnEnableRangedAttacking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnEncounterSpawnEnableRangedAttacking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnEndSleepEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortAIPawn::OnEndSleepEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnEndSleepEffects");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIPawn.OnFinishedEncounterSpawn
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortAIPawn::OnFinishedEncounterSpawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnFinishedEncounterSpawn");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIPawn.OnOutsideOfTetherBeyondMaxTimeAllowed
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::OnOutsideOfTetherBeyondMaxTimeAllowed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnOutsideOfTetherBeyondMaxTimeAllowed");

	Params::FortAIPawn_OnOutsideOfTetherBeyondMaxTimeAllowed Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.OnRep_AppearanceOverrideEntryIndex
// (Final, Native, Protected)

void AFortAIPawn::OnRep_AppearanceOverrideEntryIndex()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_AppearanceOverrideEntryIndex");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_AttributeProxy
// (Final, Native, Public)

void AFortAIPawn::OnRep_AttributeProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_AttributeProxy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_bIsSleeping
// (Final, Native, Protected)

void AFortAIPawn::OnRep_bIsSleeping()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_bIsSleeping");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_CurrentAIRotationRate
// (Final, Native, Protected)

void AFortAIPawn::OnRep_CurrentAIRotationRate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_CurrentAIRotationRate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_CurrentFortAILODLevel
// (Final, Native, Public)

void AFortAIPawn::OnRep_CurrentFortAILODLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_CurrentFortAILODLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_EnableBlockingCollisionWithOtherAI
// (Final, Native, Public)

void AFortAIPawn::OnRep_EnableBlockingCollisionWithOtherAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_EnableBlockingCollisionWithOtherAI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_Inventory
// (Final, Native, Public)

void AFortAIPawn::OnRep_Inventory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_Inventory");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_MinimapViewableDistance
// (Final, Native, Protected)

void AFortAIPawn::OnRep_MinimapViewableDistance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_MinimapViewableDistance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnRep_SharedAnim
// (Final, Native, Public)

void AFortAIPawn::OnRep_SharedAnim()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnRep_SharedAnim");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnSleepingAIsFloorBuildingActorDied
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::OnSleepingAIsFloorBuildingActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnSleepingAIsFloorBuildingActorDied");

	Params::FortAIPawn_OnSleepingAIsFloorBuildingActorDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.OnStartedEncounterSpawn
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortAIPawn::OnStartedEncounterSpawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "OnStartedEncounterSpawn");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAIPawn.PlayAdditiveHitReactsNative
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          HitDirection                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAnimMontage*                     NewAnimMontage                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::PlayAdditiveHitReactsNative(const struct FVector& HitDirection, class UAnimMontage* NewAnimMontage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "PlayAdditiveHitReactsNative");

	Params::FortAIPawn_PlayAdditiveHitReactsNative Parms{};

	Parms.HitDirection = std::move(HitDirection);
	Parms.NewAnimMontage = NewAnimMontage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.ResetAIRotationRateToDefault
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortAIPawn::ResetAIRotationRateToDefault()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ResetAIRotationRateToDefault");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.ReviveFromDBNO
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortAIPawn::ReviveFromDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ReviveFromDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetAIFocalPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           FocusTarget                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          FocalPoint                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseAttackingPriority                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetAIFocalPoint(class AActor* FocusTarget, const struct FVector& FocalPoint, bool bUseAttackingPriority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetAIFocalPoint");

	Params::FortAIPawn_SetAIFocalPoint Parms{};

	Parms.FocusTarget = FocusTarget;
	Parms.FocalPoint = std::move(FocalPoint);
	Parms.bUseAttackingPriority = bUseAttackingPriority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetAIRotationRate
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                         AIRotationRate                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortAIPawn::SetAIRotationRate(const struct FRotator& AIRotationRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetAIRotationRate");

	Params::FortAIPawn_SetAIRotationRate Parms{};

	Parms.AIRotationRate = std::move(AIRotationRate);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetAIType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortressAIType                         InAIType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetAIType(EFortressAIType InAIType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetAIType");

	Params::FortAIPawn_SetAIType Parms{};

	Parms.InAIType = InAIType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetBlockCollisionWithOtherAI
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInEnableBlockingCollisionWithOtherAI                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetBlockCollisionWithOtherAI(bool bInEnableBlockingCollisionWithOtherAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetBlockCollisionWithOtherAI");

	Params::FortAIPawn_SetBlockCollisionWithOtherAI Parms{};

	Parms.bInEnableBlockingCollisionWithOtherAI = bInEnableBlockingCollisionWithOtherAI;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetCanInteract
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    CanInteract                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetCanInteract(bool CanInteract)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetCanInteract");

	Params::FortAIPawn_SetCanInteract Parms{};

	Parms.CanInteract = CanInteract;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetCanSleep
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    InCanSleep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetCanSleep(bool InCanSleep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetCanSleep");

	Params::FortAIPawn_SetCanSleep Parms{};

	Parms.InCanSleep = InCanSleep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetCollisionProfileName
// (Native, Public, BlueprintCallable)
// Parameters:
// class FName                             InCollisionProfileName                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetCollisionProfileName(class FName InCollisionProfileName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetCollisionProfileName");

	Params::FortAIPawn_SetCollisionProfileName Parms{};

	Parms.InCollisionProfileName = InCollisionProfileName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetCurrentAimTarget
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           AimTarget                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetCurrentAimTarget(class AActor* AimTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetCurrentAimTarget");

	Params::FortAIPawn_SetCurrentAimTarget Parms{};

	Parms.AimTarget = AimTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetDefenderTrap
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingTrapDefender*            InDefenderTrap                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetDefenderTrap(class ABuildingTrapDefender* InDefenderTrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetDefenderTrap");

	Params::FortAIPawn_SetDefenderTrap Parms{};

	Parms.InDefenderTrap = InDefenderTrap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetEncounterInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo*             InEncounterInfo                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetEncounterInfo(class UFortAIEncounterInfo* InEncounterInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetEncounterInfo");

	Params::FortAIPawn_SetEncounterInfo Parms{};

	Parms.InEncounterInfo = InEncounterInfo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetEyeColor
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     NewEyeColor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewEyeBrightness                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetEyeColor(const struct FLinearColor& NewEyeColor, float NewEyeBrightness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetEyeColor");

	Params::FortAIPawn_SetEyeColor Parms{};

	Parms.NewEyeColor = std::move(NewEyeColor);
	Parms.NewEyeBrightness = NewEyeBrightness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetIsCharging
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewIsCharging                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetIsCharging(bool bNewIsCharging)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetIsCharging");

	Params::FortAIPawn_SetIsCharging Parms{};

	Parms.bNewIsCharging = bNewIsCharging;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetMinimapViewableDistance
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewMinimapViewableDistance                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetMinimapViewableDistance(float NewMinimapViewableDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetMinimapViewableDistance");

	Params::FortAIPawn_SetMinimapViewableDistance Parms{};

	Parms.NewMinimapViewableDistance = NewMinimapViewableDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetMinimumAILOD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortAILODLevel                         MinimumAILOD                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetMinimumAILOD(EFortAILODLevel MinimumAILOD)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetMinimumAILOD");

	Params::FortAIPawn_SetMinimumAILOD Parms{};

	Parms.MinimumAILOD = MinimumAILOD;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetMinSignificanceForAnimationCurves
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   MinSignificance                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetMinSignificanceForAnimationCurves(float MinSignificance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetMinSignificanceForAnimationCurves");

	Params::FortAIPawn_SetMinSignificanceForAnimationCurves Parms{};

	Parms.MinSignificance = MinSignificance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetMovementUrgency
// (Native, Public, BlueprintCallable)
// Parameters:
// EFortMovementUrgency                    Urgency                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetMovementUrgency(EFortMovementUrgency Urgency)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetMovementUrgency");

	Params::FortAIPawn_SetMovementUrgency Parms{};

	Parms.Urgency = Urgency;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetShouldStartSleeping
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHintStartSleeping                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetShouldStartSleeping(bool bHintStartSleeping)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetShouldStartSleeping");

	Params::FortAIPawn_SetShouldStartSleeping Parms{};

	Parms.bHintStartSleeping = bHintStartSleeping;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetSkinColor
// (BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     NewSkinColor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewSkinBrightness                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetSkinColor(const struct FLinearColor& NewSkinColor, float NewSkinBrightness)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetSkinColor");

	Params::FortAIPawn_SetSkinColor Parms{};

	Parms.NewSkinColor = std::move(NewSkinColor);
	Parms.NewSkinBrightness = NewSkinBrightness;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetUsesDBNO
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInUsesDBNO                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetUsesDBNO(bool bInUsesDBNO)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetUsesDBNO");

	Params::FortAIPawn_SetUsesDBNO Parms{};

	Parms.bInUsesDBNO = bInUsesDBNO;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.SetWeaponCollisionComponent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UShapeComponent*                  InWeaponCollisionComponent                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAIPawn::SetWeaponCollisionComponent(class UShapeComponent* InWeaponCollisionComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "SetWeaponCollisionComponent");

	Params::FortAIPawn_SetWeaponCollisionComponent Parms{};

	Parms.InWeaponCollisionComponent = InWeaponCollisionComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.ShouldUpdateSkeletalMesh
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::ShouldUpdateSkeletalMesh()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ShouldUpdateSkeletalMesh");

	Params::FortAIPawn_ShouldUpdateSkeletalMesh Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.ShouldUseFiringCapsuleCollision
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::ShouldUseFiringCapsuleCollision()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ShouldUseFiringCapsuleCollision");

	Params::FortAIPawn_ShouldUseFiringCapsuleCollision Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.TriggerNoWeaponSpeech
// (Final, Native, Public, BlueprintCallable)

void AFortAIPawn::TriggerNoWeaponSpeech()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "TriggerNoWeaponSpeech");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.TurnOnSleepingOptimizations
// (Final, Native, Public, BlueprintCallable)

void AFortAIPawn::TurnOnSleepingOptimizations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "TurnOnSleepingOptimizations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAIPawn.GetCharacterGender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomGender                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCustomGender AFortAIPawn::GetCharacterGender() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetCharacterGender");

	Params::FortAIPawn_GetCharacterGender Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetCurrentAimTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortAIPawn::GetCurrentAimTarget() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetCurrentAimTarget");

	Params::FortAIPawn_GetCurrentAimTarget Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetDefenderItemInstanceId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortAIPawn::GetDefenderItemInstanceId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetDefenderItemInstanceId");

	Params::FortAIPawn_GetDefenderItemInstanceId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetDifficultyLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAIPawn::GetDifficultyLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetDifficultyLevel");

	Params::FortAIPawn_GetDifficultyLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetDifficultyRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAIPawn::GetDifficultyRating() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetDifficultyRating");

	Params::FortAIPawn_GetDifficultyRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetImpactPhysicalSurfaceSound
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FHitResult                       Impact                                                 (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* AFortAIPawn::GetImpactPhysicalSurfaceSound(const struct FHitResult& Impact) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetImpactPhysicalSurfaceSound");

	Params::FortAIPawn_GetImpactPhysicalSurfaceSound Parms{};

	Parms.Impact = std::move(Impact);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetScoreValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAIPawn::GetScoreValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetScoreValue");

	Params::FortAIPawn_GetScoreValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetSpawnLocation
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortAIPawn::GetSpawnLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetSpawnLocation");

	Params::FortAIPawn_GetSpawnLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetSpawnPointValue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortAIPawn::GetSpawnPointValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetSpawnPointValue");

	Params::FortAIPawn_GetSpawnPointValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetSpawnRotation
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AFortAIPawn::GetSpawnRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetSpawnRotation");

	Params::FortAIPawn_GetSpawnRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.GetUsesDBNO
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::GetUsesDBNO() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "GetUsesDBNO");

	Params::FortAIPawn_GetUsesDBNO Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.HasTether
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::HasTether() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "HasTether");

	Params::FortAIPawn_HasTether Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.IsDefender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::IsDefender() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "IsDefender");

	Params::FortAIPawn_IsDefender Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.IsInCombat
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::IsInCombat() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "IsInCombat");

	Params::FortAIPawn_IsInCombat Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.IsInsideTetherBounds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bUseRelaxedTetherBounds                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::IsInsideTetherBounds(bool bUseRelaxedTetherBounds) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "IsInsideTetherBounds");

	Params::FortAIPawn_IsInsideTetherBounds Parms{};

	Parms.bUseRelaxedTetherBounds = bUseRelaxedTetherBounds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.K2_FindExistingItemForDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInStorageVault                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* AFortAIPawn::K2_FindExistingItemForDefinition(const class UFortItemDefinition* ItemDefinition, bool bInStorageVault) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "K2_FindExistingItemForDefinition");

	Params::FortAIPawn_K2_FindExistingItemForDefinition Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.bInStorageVault = bInStorageVault;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.K2_GetDefenderItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItem*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItem* AFortAIPawn::K2_GetDefenderItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "K2_GetDefenderItem");

	Params::FortAIPawn_K2_GetDefenderItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAIPawn.ShouldApplyBuildingHitEffect
// (Final, BlueprintCosmetic, Native, Protected, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       HitInfo                                                (Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bPlayerPlaced                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAIPawn::ShouldApplyBuildingHitEffect(float Damage, const struct FVector& Location, const struct FHitResult& HitInfo, bool bPlayerPlaced) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAIPawn", "ShouldApplyBuildingHitEffect");

	Params::FortAIPawn_ShouldApplyBuildingHitEffect Parms{};

	Parms.Damage = Damage;
	Parms.Location = std::move(Location);
	Parms.HitInfo = std::move(HitInfo);
	Parms.bPlayerPlaced = bPlayerPlaced;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInGameMapManager.GetCurrent
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortInGameMapManager*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortInGameMapManager* AFortInGameMapManager::GetCurrent(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortInGameMapManager", "GetCurrent");

	Params::FortInGameMapManager_GetCurrent Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInGameMapManager.AllowShowMainMap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bAllowShow                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortInGameMapManager::AllowShowMainMap(bool bAllowShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInGameMapManager", "AllowShowMainMap");

	Params::FortInGameMapManager_AllowShowMainMap Parms{};

	Parms.bAllowShow = bAllowShow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInGameMapManager.AllowShowMiniMap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bAllowShow                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortInGameMapManager::AllowShowMiniMap(bool bAllowShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInGameMapManager", "AllowShowMiniMap");

	Params::FortInGameMapManager_AllowShowMiniMap Parms{};

	Parms.bAllowShow = bAllowShow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInGameMapManager.BroadcastExplorationEvents
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// TArray<struct FTeamMapExplorationEvent> Events                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortInGameMapManager::BroadcastExplorationEvents(const TArray<struct FTeamMapExplorationEvent>& Events)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInGameMapManager", "BroadcastExplorationEvents");

	Params::FortInGameMapManager_BroadcastExplorationEvents Parms{};

	Parms.Events = std::move(Events);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInGameMapManager.OnRep_MapData
// (Final, Native, Protected)

void AFortInGameMapManager::OnRep_MapData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInGameMapManager", "OnRep_MapData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInGameMapManager.PaintOnFog
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          WorldCoords                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortTeam                               Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortInGameMapManager::PaintOnFog(const struct FVector& WorldCoords, EFortTeam Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInGameMapManager", "PaintOnFog");

	Params::FortInGameMapManager_PaintOnFog Parms{};

	Parms.WorldCoords = std::move(WorldCoords);
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAISpawnerInterface.IsReadyToReceiveNewSpawnGroup
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortAISpawnerInterface::IsReadyToReceiveNewSpawnGroup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnerInterface", "IsReadyToReceiveNewSpawnGroup");

	Params::FortAISpawnerInterface_IsReadyToReceiveNewSpawnGroup Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnerInterface.OnReceiveSpawnGroup
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortAISpawnerInterface::OnReceiveSpawnGroup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnerInterface", "OnReceiveSpawnGroup");

	Params::FortAISpawnerInterface_OnReceiveSpawnGroup Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnGroup.GetEnemy
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   EnemyIndex                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortAIPawnVariant>   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortAIPawnVariant> UFortAISpawnGroup::GetEnemy(int32 EnemyIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnGroup", "GetEnemy");

	Params::FortAISpawnGroup_GetEnemy Parms{};

	Parms.EnemyIndex = EnemyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnGroup.GetNumberOfEnemies
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortAISpawnGroup::GetNumberOfEnemies() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnGroup", "GetNumberOfEnemies");

	Params::FortAISpawnGroup_GetNumberOfEnemies Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnGroup.IsLargeSpawnGroup
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAISpawnGroup::IsLargeSpawnGroup() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnGroup", "IsLargeSpawnGroup");

	Params::FortAISpawnGroup_IsLargeSpawnGroup Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnGroup.IsPrototype
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAISpawnGroup::IsPrototype() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnGroup", "IsPrototype");

	Params::FortAISpawnGroup_IsPrototype Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAISpawnGroup.IsValidForEnemySpawners
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortAISpawnGroup::IsValidForEnemySpawners() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAISpawnGroup", "IsValidForEnemySpawners");

	Params::FortAISpawnGroup_IsValidForEnemySpawners Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetHomebaseName
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortMcpProfileCommonPublic*      McpProfile                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortHomebaseManager::GetHomebaseName(const class UFortMcpProfileCommonPublic* McpProfile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHomebaseManager", "GetHomebaseName");

	Params::FortHomebaseManager_GetHomebaseName Parms{};

	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.AreNodeCostsMet
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseNodeItemDefinition*  NodeItemDef                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMcpProfileCampaign*          McpProfile                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHomebaseManager::AreNodeCostsMet(const class UFortHomebaseNodeItemDefinition* NodeItemDef, class UFortMcpProfileCampaign* McpProfile, int32 Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "AreNodeCostsMet");

	Params::FortHomebaseManager_AreNodeCostsMet Parms{};

	Parms.NodeItemDef = NodeItemDef;
	Parms.McpProfile = McpProfile;
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetNumAccountInventoryBonusTokens
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMcpProfileCampaign*          McpProfile                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortHomebaseManager::GetNumAccountInventoryBonusTokens(class UFortMcpProfileCampaign* McpProfile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetNumAccountInventoryBonusTokens");

	Params::FortHomebaseManager_GetNumAccountInventoryBonusTokens Parms{};

	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetNumAccountLimitedItems
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMcpProfileCampaign*          McpProfile                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortHomebaseManager::GetNumAccountLimitedItems(class UFortMcpProfileCampaign* McpProfile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetNumAccountLimitedItems");

	Params::FortHomebaseManager_GetNumAccountLimitedItems Parms{};

	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetNumWorldInventoryBonusTokens
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMcpProfileCampaign*          McpProfile                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortHomebaseManager::GetNumWorldInventoryBonusTokens(class UFortMcpProfileCampaign* McpProfile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetNumWorldInventoryBonusTokens");

	Params::FortHomebaseManager_GetNumWorldInventoryBonusTokens Parms{};

	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetSquadCopyById
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             SquadId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHomebaseSquad                   OutSquad                                               (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHomebaseManager::GetSquadCopyById(class FName SquadId, struct FHomebaseSquad* OutSquad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetSquadCopyById");

	Params::FortHomebaseManager_GetSquadCopyById Parms{};

	Parms.SquadId = SquadId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSquad != nullptr)
		*OutSquad = std::move(Parms.OutSquad);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetNodeInstanceIdByNodeId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           NodeTemplateId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMcpProfileCampaign*          McpProfile                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortHomebaseManager::GetNodeInstanceIdByNodeId(const class FString& NodeTemplateId, const class UFortMcpProfileCampaign* McpProfile) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetNodeInstanceIdByNodeId");

	Params::FortHomebaseManager_GetNodeInstanceIdByNodeId Parms{};

	Parms.NodeTemplateId = std::move(NodeTemplateId);
	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.GetSquadPopulation
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SquadId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMcpProfileCampaign*          McpProfile                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortWorker*>              OutSquadMembers                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortHomebaseManager::GetSquadPopulation(class FName SquadId, const class UFortMcpProfileCampaign* McpProfile, TArray<class UFortWorker*>* OutSquadMembers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetSquadPopulation");

	Params::FortHomebaseManager_GetSquadPopulation Parms{};

	Parms.SquadId = SquadId;
	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSquadMembers != nullptr)
		*OutSquadMembers = std::move(Parms.OutSquadMembers);
}


// Function FortniteGame.FortHomebaseManager.GetWorkerInSquadSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SquadId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMcpProfileCampaign*          McpProfile                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorker*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorker* UFortHomebaseManager::GetWorkerInSquadSlot(class FName SquadId, int32 SlotIdx, const class UFortMcpProfileCampaign* McpProfile) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "GetWorkerInSquadSlot");

	Params::FortHomebaseManager_GetWorkerInSquadSlot Parms{};

	Parms.SquadId = SquadId;
	Parms.SlotIdx = SlotIdx;
	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHomebaseManager.IsSquadSlotUnlocked
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SquadId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIdx                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMcpProfileCampaign*          McpProfile                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHomebaseManager::IsSquadSlotUnlocked(class FName SquadId, int32 SlotIdx, const class UFortMcpProfileCampaign* McpProfile) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseManager", "IsSquadSlotUnlocked");

	Params::FortHomebaseManager_IsSquadSlotUnlocked Parms{};

	Parms.SquadId = SquadId;
	Parms.SlotIdx = SlotIdx;
	Parms.McpProfile = McpProfile;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITask_ExecuteAbility.OnInjectedHitResultDied
// (Final, Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAITask_ExecuteAbility::OnInjectedHitResultDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITask_ExecuteAbility", "OnInjectedHitResultDied");

	Params::FortAITask_ExecuteAbility_OnInjectedHitResultDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Goose.OnGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        NewPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Goose::OnGamePhaseChanged(EAthenaGamePhase NewPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Goose", "OnGamePhaseChanged");

	Params::FortAthenaMutator_Goose_OnGamePhaseChanged Parms{};

	Parms.NewPhase = NewPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Goose.OnPawnDied
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawnAthena*            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Goose::OnPawnDied(class AFortPlayerPawnAthena* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Goose", "OnPawnDied");

	Params::FortAthenaMutator_Goose_OnPawnDied Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInitializationInterface.MatchStarted
// (Native, Public)

void IFortInitializationInterface::MatchStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInitializationInterface", "MatchStarted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInitializationInterface.WorldReady
// (Native, Public)

void IFortInitializationInterface::WorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInitializationInterface", "WorldReady");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInitializationInterface.NeedsWorldReady
// (Native, Public, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortInitializationInterface::NeedsWorldReady() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInitializationInterface", "NeedsWorldReady");

	Params::FortInitializationInterface_NeedsWorldReady Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITetheringBoxBoundsInterface.GetTetheredBoxBoundsCenter
// (BlueprintAuthorityOnly, Event, Public, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector IFortAITetheringBoxBoundsInterface::GetTetheredBoxBoundsCenter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITetheringBoxBoundsInterface", "GetTetheredBoxBoundsCenter");

	Params::FortAITetheringBoxBoundsInterface_GetTetheredBoxBoundsCenter Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITetheringBoxBoundsInterface.GetTetheredBoxBoundsEQSGridSize
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortAITetheringBoxBoundsInterface::GetTetheredBoxBoundsEQSGridSize()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITetheringBoxBoundsInterface", "GetTetheredBoxBoundsEQSGridSize");

	Params::FortAITetheringBoxBoundsInterface_GetTetheredBoxBoundsEQSGridSize Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITetheringBoxBoundsInterface.GetTetheredBoxBoundsEQSSpaceBetween
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortAITetheringBoxBoundsInterface::GetTetheredBoxBoundsEQSSpaceBetween()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITetheringBoxBoundsInterface", "GetTetheredBoxBoundsEQSSpaceBetween");

	Params::FortAITetheringBoxBoundsInterface_GetTetheredBoxBoundsEQSSpaceBetween Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITetheringBoxBoundsInterface.GetTetheredBoxBoundsHeight
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortAITetheringBoxBoundsInterface::GetTetheredBoxBoundsHeight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITetheringBoxBoundsInterface", "GetTetheredBoxBoundsHeight");

	Params::FortAITetheringBoxBoundsInterface_GetTetheredBoxBoundsHeight Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAITetheringBoxBoundsInterface.GetTetheredBoxBoundsWidth
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortAITetheringBoxBoundsInterface::GetTetheredBoxBoundsWidth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAITetheringBoxBoundsInterface", "GetTetheredBoxBoundsWidth");

	Params::FortAITetheringBoxBoundsInterface_GetTetheredBoxBoundsWidth Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorClassPath
// (Final, Native, Protected)

void AFortLobbyBeaconState::OnRep_MissionGeneratorClassPath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorClassPath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconState.OnRep_MissionGeneratorDetailsRequirement
// (Final, Native, Protected)

void AFortLobbyBeaconState::OnRep_MissionGeneratorDetailsRequirement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconState", "OnRep_MissionGeneratorDetailsRequirement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAlterationItem.GetAlterationDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAlterationItemDefinition*    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAlterationItemDefinition* UFortAlterationItem::GetAlterationDefinitionBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAlterationItem", "GetAlterationDefinitionBP");

	Params::FortAlterationItem_GetAlterationDefinitionBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAlterationFunctionLibrary.GetAlterationImpactPhysicalSurfaceEffects
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// EPhysicalSurface                        HitSurface                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortCosmeticModification        CosmeticMod                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UParticleSystem*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UParticleSystem* UFortAlterationFunctionLibrary::GetAlterationImpactPhysicalSurfaceEffects(EPhysicalSurface HitSurface, const struct FFortCosmeticModification& CosmeticMod)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAlterationFunctionLibrary", "GetAlterationImpactPhysicalSurfaceEffects");

	Params::FortAlterationFunctionLibrary_GetAlterationImpactPhysicalSurfaceEffects Parms{};

	Parms.HitSurface = HitSurface;
	Parms.CosmeticMod = std::move(CosmeticMod);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAmbientOneShotInstance.OnTrigger
// (Final, Native, Public)

void UFortAmbientOneShotInstance::OnTrigger()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientOneShotInstance", "OnTrigger");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientOneShotInstance.Reset
// (Final, Native, Public)

void UFortAmbientOneShotInstance::Reset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientOneShotInstance", "Reset");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWrapSkeletalMeshActor.SetWrap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaItemWrapDefinition*        NewWrap                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EItemWrapMaterialType                   MaterialType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWrapSkeletalMeshActor::SetWrap(class UAthenaItemWrapDefinition* NewWrap, EItemWrapMaterialType MaterialType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWrapSkeletalMeshActor", "SetWrap");

	Params::FortWrapSkeletalMeshActor_SetWrap Parms{};

	Parms.NewWrap = NewWrap;
	Parms.MaterialType = MaterialType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientAudioController.Crossfade
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FFortPOIAmbientAudioLoop         NewLoop                                                (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortAmbientAudioController::Crossfade(struct FFortPOIAmbientAudioLoop* NewLoop)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "Crossfade");

	Params::FortAmbientAudioController_Crossfade Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (NewLoop != nullptr)
		*NewLoop = std::move(Parms.NewLoop);
}


// Function FortniteGame.FortAmbientAudioController.InitializePlayerState
// (Final, Native, Public)

void UFortAmbientAudioController::InitializePlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "InitializePlayerState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientAudioController.OnDayPhaseChanged
// (Final, Native, Private)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAmbientAudioController::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "OnDayPhaseChanged");

	Params::FortAmbientAudioController_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientAudioController.OnLocationTagChanged
// (Final, Native, Public)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Num                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAmbientAudioController::OnLocationTagChanged(const struct FGameplayTag& Tag, int32 Num)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "OnLocationTagChanged");

	Params::FortAmbientAudioController_OnLocationTagChanged Parms{};

	Parms.Tag = std::move(Tag);
	Parms.Num = Num;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientAudioController.SetAudioBank
// (Final, Native, Private)
// Parameters:
// class UFortPOIAmbientAudioBank*         NewBank                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAmbientAudioController::SetAudioBank(class UFortPOIAmbientAudioBank* NewBank)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "SetAudioBank");

	Params::FortAmbientAudioController_SetAudioBank Parms{};

	Parms.NewBank = NewBank;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAmbientAudioController.GetAudioBank
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPOIAmbientAudioBank*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPOIAmbientAudioBank* UFortAmbientAudioController::GetAudioBank() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmbientAudioController", "GetAudioBank");

	Params::FortAmbientAudioController_GetAudioBank Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAmmoItemDefinition.GetHUDAmmoSmallPreviewImage
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortAmmoItemDefinition::GetHUDAmmoSmallPreviewImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAmmoItemDefinition", "GetHUDAmmoSmallPreviewImage");

	Params::FortAmmoItemDefinition_GetHUDAmmoSmallPreviewImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharacterGender
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_CharacterGender()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharacterGender");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_CharXP
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_CharXP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_CharXP");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_ConsoleUniqueNetId
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_ConsoleUniqueNetId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_ConsoleUniqueNetId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_Gadgets
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_Gadgets()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_Gadgets");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroId
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_HeroId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroSquadId
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_HeroSquadId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroSquadId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HeroType
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_HeroType()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HeroType");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_HomeBaseVersion
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_HomeBaseVersion()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_HomeBaseVersion");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerState.OnRep_LobbyTimeRemaining
// (Native, Protected)

void AFortLobbyBeaconPlayerState::OnRep_LobbyTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerState", "OnRep_LobbyTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconPlayerStatePvP.OnRep_bReadiedUp
// (Final, Native, Protected)

void AFortLobbyBeaconPlayerStatePvP::OnRep_bReadiedUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconPlayerStatePvP", "OnRep_bReadiedUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAnimInputBlueprintLibrary.UpdateFortAnimInput_SpeedWarping
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAnimInput_SpeedWarping      AnimInput                                              (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class UAnimInstance*                    InAnimInstance                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InSpeedScale                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAnimInputBlueprintLibrary::UpdateFortAnimInput_SpeedWarping(const struct FFortAnimInput_SpeedWarping& AnimInput, class UAnimInstance* InAnimInstance, float InSpeedScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAnimInputBlueprintLibrary", "UpdateFortAnimInput_SpeedWarping");

	Params::FortAnimInputBlueprintLibrary_UpdateFortAnimInput_SpeedWarping Parms{};

	Parms.AnimInput = std::move(AnimInput);
	Parms.InAnimInstance = InAnimInstance;
	Parms.InSpeedScale = InSpeedScale;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaZipline.Initialize
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          NewStartPosition                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NewEndPosition                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaZipline::Initialize(const struct FVector& NewStartPosition, const struct FVector& NewEndPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaZipline", "Initialize");

	Params::FortAthenaZipline_Initialize Parms{};

	Parms.NewStartPosition = std::move(NewStartPosition);
	Parms.NewEndPosition = std::move(NewEndPosition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaZipline.UseInteractToEnterZipline
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaZipline::UseInteractToEnterZipline() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaZipline", "UseInteractToEnterZipline");

	Params::FortAthenaZipline_UseInteractToEnterZipline Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAnimNotify_PlayReloadFX.SetReloadStage
// (Final, Native, Private, BlueprintCallable, Const)
// Parameters:
// EFortReloadFXState                      InReloadStage                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAnimNotify_PlayReloadFX::SetReloadStage(EFortReloadFXState InReloadStage) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimNotify_PlayReloadFX", "SetReloadStage");

	Params::FortAnimNotify_PlayReloadFX_SetReloadStage Parms{};

	Parms.InReloadStage = InReloadStage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInventory.HandleInventoryLocalUpdate
// (Final, Native, Public)

void AFortInventory::HandleInventoryLocalUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInventory", "HandleInventoryLocalUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.GetCurrentOverheatValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMountedTurret::GetCurrentOverheatValue()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "GetCurrentOverheatValue");

	Params::FortMountedTurret_GetCurrentOverheatValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMountedTurret.GetOverheatScaler
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMountedTurret::GetOverheatScaler()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "GetOverheatScaler");

	Params::FortMountedTurret_GetOverheatScaler Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMountedTurret.OnGetExitSocketTransform
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class FName                             ExitSocket                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SocketIndex                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       InTransform                                            (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bOutOverriderExitSocket                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       OutOverrideTransform                                   (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortMountedTurret::OnGetExitSocketTransform(const class FName ExitSocket, const int32 SocketIndex, const struct FTransform& InTransform, bool* bOutOverriderExitSocket, struct FTransform* OutOverrideTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnGetExitSocketTransform");

	Params::FortMountedTurret_OnGetExitSocketTransform Parms{};

	Parms.ExitSocket = ExitSocket;
	Parms.SocketIndex = SocketIndex;
	Parms.InTransform = std::move(InTransform);

	UObject::ProcessEvent(Func, &Parms);

	if (bOutOverriderExitSocket != nullptr)
		*bOutOverriderExitSocket = Parms.bOutOverriderExitSocket;

	if (OutOverrideTransform != nullptr)
		*OutOverrideTransform = std::move(Parms.OutOverrideTransform);
}


// Function FortniteGame.FortMountedTurret.OnMountedTurretFired
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   ShotsRemaining                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMountedTurret::OnMountedTurretFired(int32 ShotsRemaining)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnMountedTurretFired");

	Params::FortMountedTurret_OnMountedTurretFired Parms{};

	Parms.ShotsRemaining = ShotsRemaining;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMountedTurret.OnRep_OverheatValueRepped
// (Final, Native, Protected)

void AFortMountedTurret::OnRep_OverheatValueRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnRep_OverheatValueRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.OnRep_ShotsFired
// (Final, Native, Protected)

void AFortMountedTurret::OnRep_ShotsFired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnRep_ShotsFired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.OnRep_TargetAimOrientationCorrectedRepped
// (Final, Native, Public)

void AFortMountedTurret::OnRep_TargetAimOrientationCorrectedRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnRep_TargetAimOrientationCorrectedRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.OnRep_TargetAimOrientationRepped
// (Final, Native, Public)

void AFortMountedTurret::OnRep_TargetAimOrientationRepped()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnRep_TargetAimOrientationRepped");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.OnRep_TeamIndex
// (Native, Public)
// Parameters:
// uint8                                   OldVal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMountedTurret::OnRep_TeamIndex(uint8 OldVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "OnRep_TeamIndex");

	Params::FortMountedTurret_OnRep_TeamIndex Parms{};

	Parms.OldVal = OldVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.SetActorBase
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InActorBase                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMountedTurret::SetActorBase(class AActor* InActorBase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "SetActorBase");

	Params::FortMountedTurret_SetActorBase Parms{};

	Parms.InActorBase = InActorBase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedTurret.GetOverheatingMaxValue
// (Final, RequiredAPI, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMountedTurret::GetOverheatingMaxValue() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "GetOverheatingMaxValue");

	Params::FortMountedTurret_GetOverheatingMaxValue Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMountedTurret.IsLocalPlayerRiding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMountedTurret::IsLocalPlayerRiding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedTurret", "IsLocalPlayerRiding");

	Params::FortMountedTurret_IsLocalPlayerRiding Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.ForceSafeZoneFinalLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          NewFinalLocation                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DefaultAircraftOffsetFromMidLine                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinDefaultMidlineAngle                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxDefaultMidlineAngle                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::ForceSafeZoneFinalLocation(const struct FVector& NewFinalLocation, float DefaultAircraftOffsetFromMidLine, float MinDefaultMidlineAngle, float MaxDefaultMidlineAngle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "ForceSafeZoneFinalLocation");

	Params::FortAthenaMutator_SpecialEvent_ForceSafeZoneFinalLocation Parms{};

	Parms.NewFinalLocation = std::move(NewFinalLocation);
	Parms.DefaultAircraftOffsetFromMidLine = DefaultAircraftOffsetFromMidLine;
	Parms.MinDefaultMidlineAngle = MinDefaultMidlineAngle;
	Parms.MaxDefaultMidlineAngle = MaxDefaultMidlineAngle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_SpecialEvent_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.OnRep_AllPlayerTeleportedCount
// (Final, Native, Protected)

void AFortAthenaMutator_SpecialEvent::OnRep_AllPlayerTeleportedCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "OnRep_AllPlayerTeleportedCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.OnRep_bDisableHUD
// (Final, Native, Protected)

void AFortAthenaMutator_SpecialEvent::OnRep_bDisableHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "OnRep_bDisableHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.OnRep_bPlayersAreInvincible
// (Final, Native, Protected)

void AFortAthenaMutator_SpecialEvent::OnRep_bPlayersAreInvincible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "OnRep_bPlayersAreInvincible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.OnRep_DelayPlayersFromReturningToLobbyData
// (Final, Native, Protected)

void AFortAthenaMutator_SpecialEvent::OnRep_DelayPlayersFromReturningToLobbyData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "OnRep_DelayPlayersFromReturningToLobbyData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.PauseStormDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPause                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::PauseStormDamage(bool bPause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "PauseStormDamage");

	Params::FortAthenaMutator_SpecialEvent_PauseStormDamage Parms{};

	Parms.bPause = bPause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.PauseStormProgression
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPause                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::PauseStormProgression(bool bPause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "PauseStormProgression");

	Params::FortAthenaMutator_SpecialEvent_PauseStormProgression Parms{};

	Parms.bPause = bPause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.PauseSupplyDrops
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPause                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::PauseSupplyDrops(bool bPause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "PauseSupplyDrops");

	Params::FortAthenaMutator_SpecialEvent_PauseSupplyDrops Parms{};

	Parms.bPause = bPause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.ResetSafeZoneOverrideAfterEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   MinResetSafeZoneIndex                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinDelayReturnToMainMenu                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxDelayReturnToMainMenu                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::ResetSafeZoneOverrideAfterEvent(int32 MinResetSafeZoneIndex, float MinDelayReturnToMainMenu, float MaxDelayReturnToMainMenu)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "ResetSafeZoneOverrideAfterEvent");

	Params::FortAthenaMutator_SpecialEvent_ResetSafeZoneOverrideAfterEvent Parms{};

	Parms.MinResetSafeZoneIndex = MinResetSafeZoneIndex;
	Parms.MinDelayReturnToMainMenu = MinDelayReturnToMainMenu;
	Parms.MaxDelayReturnToMainMenu = MaxDelayReturnToMainMenu;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.StartSafeZoneOverrideForEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   SafeZoneIndexForEvent                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::StartSafeZoneOverrideForEvent(int32 SafeZoneIndexForEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "StartSafeZoneOverrideForEvent");

	Params::FortAthenaMutator_SpecialEvent_StartSafeZoneOverrideForEvent Parms{};

	Parms.SafeZoneIndexForEvent = SafeZoneIndexForEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.TeleportAllPlayers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            EventTags                                              (Parm, NativeAccessSpecifierPublic)
// int32                                   TeleportsPerFrame                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::TeleportAllPlayers(const struct FGameplayTagContainer& EventTags, int32 TeleportsPerFrame)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "TeleportAllPlayers");

	Params::FortAthenaMutator_SpecialEvent_TeleportAllPlayers Parms{};

	Parms.EventTags = std::move(EventTags);
	Parms.TeleportsPerFrame = TeleportsPerFrame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.ToggleAllPlayersInvincibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInvincible                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::ToggleAllPlayersInvincibility(bool bInvincible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "ToggleAllPlayersInvincibility");

	Params::FortAthenaMutator_SpecialEvent_ToggleAllPlayersInvincibility Parms{};

	Parms.bInvincible = bInvincible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.ToggleDisableWeapons
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bDisableWeapons                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::ToggleDisableWeapons(bool bDisableWeapons)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "ToggleDisableWeapons");

	Params::FortAthenaMutator_SpecialEvent_ToggleDisableWeapons Parms{};

	Parms.bDisableWeapons = bDisableWeapons;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SpecialEvent.ToggleHUDs
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHide                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_SpecialEvent::ToggleHUDs(bool bHide)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SpecialEvent", "ToggleHUDs");

	Params::FortAthenaMutator_SpecialEvent_ToggleHUDs Parms{};

	Parms.bHide = bHide;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHeroGameplayDefinition.DoesHeroPerkApplyToCommander
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        FortHero                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHero*                        CommanderHero                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::DoesHeroPerkApplyToCommander(class UFortHero* FortHero, class UFortHero* CommanderHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "DoesHeroPerkApplyToCommander");

	Params::FortHeroGameplayDefinition_DoesHeroPerkApplyToCommander Parms{};

	Parms.FortHero = FortHero;
	Parms.CommanderHero = CommanderHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.DoesHeroSatisfyTeamLeadPerkCondition
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    TeamLeadHeroDefinition                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHero*                        SupportHero                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::DoesHeroSatisfyTeamLeadPerkCondition(class UFortHeroType* TeamLeadHeroDefinition, class UFortHero* SupportHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "DoesHeroSatisfyTeamLeadPerkCondition");

	Params::FortHeroGameplayDefinition_DoesHeroSatisfyTeamLeadPerkCondition Parms{};

	Parms.TeamLeadHeroDefinition = TeamLeadHeroDefinition;
	Parms.SupportHero = SupportHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.DoesTeamLeadPerkApplyToCommander
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        TeamLeadHero                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHero*                        CommanderHero                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::DoesTeamLeadPerkApplyToCommander(class UFortHero* TeamLeadHero, class UFortHero* CommanderHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "DoesTeamLeadPerkApplyToCommander");

	Params::FortHeroGameplayDefinition_DoesTeamLeadPerkApplyToCommander Parms{};

	Parms.TeamLeadHero = TeamLeadHero;
	Parms.CommanderHero = CommanderHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.GetAbilityKitForCommanderPerk
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    HeroDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityKit*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityKit* UFortHeroGameplayDefinition::GetAbilityKitForCommanderPerk(const class UFortHeroType* HeroDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "GetAbilityKitForCommanderPerk");

	Params::FortHeroGameplayDefinition_GetAbilityKitForCommanderPerk Parms{};

	Parms.HeroDefinition = HeroDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.GetAbilityKitForHeroPerk
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    HeroDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityKit*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityKit* UFortHeroGameplayDefinition::GetAbilityKitForHeroPerk(const class UFortHeroType* HeroDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "GetAbilityKitForHeroPerk");

	Params::FortHeroGameplayDefinition_GetAbilityKitForHeroPerk Parms{};

	Parms.HeroDefinition = HeroDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.GetAbilityKitForTeamLeadPerk
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    HeroDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAbilityKit*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilityKit* UFortHeroGameplayDefinition::GetAbilityKitForTeamLeadPerk(const class UFortHeroType* HeroDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "GetAbilityKitForTeamLeadPerk");

	Params::FortHeroGameplayDefinition_GetAbilityKitForTeamLeadPerk Parms{};

	Parms.HeroDefinition = HeroDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.GetAbilityKitsForActiveAbilityPerks
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    HeroDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortAbilityKit*>          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortAbilityKit*> UFortHeroGameplayDefinition::GetAbilityKitsForActiveAbilityPerks(const class UFortHeroType* HeroDefinition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "GetAbilityKitsForActiveAbilityPerks");

	Params::FortHeroGameplayDefinition_GetAbilityKitsForActiveAbilityPerks Parms{};

	Parms.HeroDefinition = HeroDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.GetKeywordDisplayNames
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroType*                    HeroType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> UFortHeroGameplayDefinition::GetKeywordDisplayNames(class UFortHeroType* HeroType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "GetKeywordDisplayNames");

	Params::FortHeroGameplayDefinition_GetKeywordDisplayNames Parms{};

	Parms.HeroType = HeroType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.IsCommanderPerkUnlockedForHero
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        FortHero                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::IsCommanderPerkUnlockedForHero(class UFortHero* FortHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "IsCommanderPerkUnlockedForHero");

	Params::FortHeroGameplayDefinition_IsCommanderPerkUnlockedForHero Parms{};

	Parms.FortHero = FortHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.IsHeroPerkUnlockedForHero
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        FortHero                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::IsHeroPerkUnlockedForHero(class UFortHero* FortHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "IsHeroPerkUnlockedForHero");

	Params::FortHeroGameplayDefinition_IsHeroPerkUnlockedForHero Parms{};

	Parms.FortHero = FortHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.IsSlottedHeroAbilityDuplicated
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        SlottedHero                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortCampaignHeroLoadoutItem*     HeroLoadout                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::IsSlottedHeroAbilityDuplicated(const class UFortHero* SlottedHero, const class UFortCampaignHeroLoadoutItem* HeroLoadout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "IsSlottedHeroAbilityDuplicated");

	Params::FortHeroGameplayDefinition_IsSlottedHeroAbilityDuplicated Parms{};

	Parms.SlottedHero = SlottedHero;
	Parms.HeroLoadout = HeroLoadout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroGameplayDefinition.IsTeamLeadPerkUnlockedForHero
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHero*                        FortHero                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHeroGameplayDefinition::IsTeamLeadPerkUnlockedForHero(class UFortHero* FortHero)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortHeroGameplayDefinition", "IsTeamLeadPerkUnlockedForHero");

	Params::FortHeroGameplayDefinition_IsTeamLeadPerkUnlockedForHero Parms{};

	Parms.FortHero = FortHero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAnimSet.UpdateAssets
// (Final, Native, Public)

void UFortAnimSet::UpdateAssets()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimSet", "UpdateAssets");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAnimSet.UpdateReferencesInRandomSection
// (Final, Native, Public)

void UFortAnimSet::UpdateReferencesInRandomSection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAnimSet", "UpdateReferencesInRandomSection");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProtoActorBase.SetStreamingPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortProtoActorBase::SetStreamingPriority(float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProtoActorBase", "SetStreamingPriority");

	Params::FortProtoActorBase_SetStreamingPriority Parms{};

	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaHoverCarMovementComponent.ServerUpdateAthenaState
// (Final, Net, NetReliable, Native, Event, Private, NetServer, HasDefaults, NetValidate)
// Parameters:
// float                                   InThrottleInput                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InSteeringInput                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InForwardVectorTarget                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAthenaHoverCarMovementComponent::ServerUpdateAthenaState(float InThrottleInput, float InSteeringInput, const struct FVector& InForwardVectorTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaHoverCarMovementComponent", "ServerUpdateAthenaState");

	Params::FortAthenaHoverCarMovementComponent_ServerUpdateAthenaState Parms{};

	Parms.InThrottleInput = InThrottleInput;
	Parms.InSteeringInput = InSteeringInput;
	Parms.InForwardVectorTarget = std::move(InForwardVectorTarget);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.ClearAllLocated
// (Final, Native, Public, BlueprintCallable)

void UFortBotMissionLogic::ClearAllLocated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "ClearAllLocated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.MarkAllLocated
// (Final, Native, Public, BlueprintCallable)

void UFortBotMissionLogic::MarkAllLocated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "MarkAllLocated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.MarkSingleLocator
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           LocatorActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBotMissionLogic::MarkSingleLocator(const class AActor* LocatorActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "MarkSingleLocator");

	Params::FortBotMissionLogic_MarkSingleLocator Parms{};

	Parms.LocatorActor = LocatorActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.OnAssignedBehavior
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIController*                BotAI                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBotMissionLogic::OnAssignedBehavior(class AFortAIController* BotAI)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnAssignedBehavior");

	Params::FortBotMissionLogic_OnAssignedBehavior Parms{};

	Parms.BotAI = BotAI;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortBotMissionLogic.OnCanStartOtherMission
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIController*                BotAI                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     OtherMission                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortBotMissionLogic::OnCanStartOtherMission(class AFortAIController* BotAI, class AFortMission* OtherMission)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnCanStartOtherMission");

	Params::FortBotMissionLogic_OnCanStartOtherMission Parms{};

	Parms.BotAI = BotAI;
	Parms.OtherMission = OtherMission;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBotMissionLogic.OnInteractWithMissionGoal
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortAIController*                BotAI                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           MissionGoal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortBotMissionLogic::OnInteractWithMissionGoal(class AFortAIController* BotAI, class AActor* MissionGoal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnInteractWithMissionGoal");

	Params::FortBotMissionLogic_OnInteractWithMissionGoal Parms{};

	Parms.BotAI = BotAI;
	Parms.MissionGoal = MissionGoal;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBotMissionLogic.OnMissionActivated
// (Event, Public, BlueprintEvent)

void UFortBotMissionLogic::OnMissionActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnMissionActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortBotMissionLogic.OnMissionFinished
// (Event, Public, BlueprintEvent)

void UFortBotMissionLogic::OnMissionFinished()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnMissionFinished");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortBotMissionLogic.OnMissionStarted
// (Event, Public, BlueprintEvent)

void UFortBotMissionLogic::OnMissionStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "OnMissionStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortBotMissionLogic.ResetBehavior
// (Final, Native, Public, BlueprintCallable)

void UFortBotMissionLogic::ResetBehavior()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "ResetBehavior");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.SetCurrentBehavior
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UBehaviorTree*                    Behavior                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBotMissionLogic::SetCurrentBehavior(class UBehaviorTree* Behavior)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "SetCurrentBehavior");

	Params::FortBotMissionLogic_SetCurrentBehavior Parms{};

	Parms.Behavior = Behavior;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.SetGoalsInvulnerable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bGodMode                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBotMissionLogic::SetGoalsInvulnerable(bool bGodMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "SetGoalsInvulnerable");

	Params::FortBotMissionLogic_SetGoalsInvulnerable Parms{};

	Parms.bGodMode = bGodMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotMissionLogic.SpawnStructureBuilder
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           MissionGoal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingInstructions*        BuildingInstructions                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortBotStructureBuilder*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortBotStructureBuilder* UFortBotMissionLogic::SpawnStructureBuilder(class AActor* MissionGoal, class UFortBuildingInstructions* BuildingInstructions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotMissionLogic", "SpawnStructureBuilder");

	Params::FortBotMissionLogic_SpawnStructureBuilder Parms{};

	Parms.MissionGoal = MissionGoal;
	Parms.BuildingInstructions = BuildingInstructions;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_AbandonSession.AbandonSession
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Param_PlayerController                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_AbandonSession*  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_AbandonSession* UFortAsyncAction_AbandonSession::AbandonSession(class AFortPlayerController* Param_PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_AbandonSession", "AbandonSession");

	Params::FortAsyncAction_AbandonSession_AbandonSession Parms{};

	Parms.Param_PlayerController = Param_PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_CosmeticAdaptiveStatWatcher.WatchCosmeticStat
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortStatManagerTag              StatTag                                                (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefaultValue                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_CosmeticAdaptiveStatWatcher*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_CosmeticAdaptiveStatWatcher* UFortAsyncAction_CosmeticAdaptiveStatWatcher::WatchCosmeticStat(class AFortPlayerPawn* Pawn, const struct FFortStatManagerTag& StatTag, int32 DefaultValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_CosmeticAdaptiveStatWatcher", "WatchCosmeticStat");

	Params::FortAsyncAction_CosmeticAdaptiveStatWatcher_WatchCosmeticStat Parms{};

	Parms.Pawn = Pawn;
	Parms.StatTag = std::move(StatTag);
	Parms.DefaultValue = DefaultValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAsyncAction_CosmeticAdaptiveStatWatcher.OnWatchedStatChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class FName                             StatName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   StatValue                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAsyncAction_CosmeticAdaptiveStatWatcher::OnWatchedStatChanged__DelegateSignature(class FName StatName, int32 StatValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_CosmeticAdaptiveStatWatcher", "OnWatchedStatChanged__DelegateSignature");

	Params::FortAsyncAction_CosmeticAdaptiveStatWatcher_OnWatchedStatChanged__DelegateSignature Parms{};

	Parms.StatName = StatName;
	Parms.StatValue = StatValue;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAsyncAction_EnsureClientQuestLogin.SendEnsureClientQuestLogin
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortQuestManager*                Param_QuestManager                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_EnsureClientQuestLogin*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_EnsureClientQuestLogin* UFortAsyncAction_EnsureClientQuestLogin::SendEnsureClientQuestLogin(class UFortQuestManager* Param_QuestManager)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_EnsureClientQuestLogin", "SendEnsureClientQuestLogin");

	Params::FortAsyncAction_EnsureClientQuestLogin_SendEnsureClientQuestLogin Parms{};

	Parms.Param_QuestManager = Param_QuestManager;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_MakeTieredWaveEncounterSettings.CreateAsyncAction_MakeTieredWaveEncounterSettings
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FTieredWaveSetData               Param_WaveData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortEncounterSettings           InEncounterSettings                                    (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAsyncAction_MakeTieredWaveEncounterSettings*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_MakeTieredWaveEncounterSettings* UFortAsyncAction_MakeTieredWaveEncounterSettings::CreateAsyncAction_MakeTieredWaveEncounterSettings(const struct FTieredWaveSetData& Param_WaveData, const struct FFortEncounterSettings& InEncounterSettings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_MakeTieredWaveEncounterSettings", "CreateAsyncAction_MakeTieredWaveEncounterSettings");

	Params::FortAsyncAction_MakeTieredWaveEncounterSettings_CreateAsyncAction_MakeTieredWaveEncounterSettings Parms{};

	Parms.Param_WaveData = std::move(Param_WaveData);
	Parms.InEncounterSettings = std::move(InEncounterSettings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_PlayConversation.PlayConversation
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPawn*                        Param_Pawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortConversation*                Param_ConversationToPlay                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_PlayConversation*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_PlayConversation* UFortAsyncAction_PlayConversation::PlayConversation(class AFortPawn* Param_Pawn, class UFortConversation* Param_ConversationToPlay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_PlayConversation", "PlayConversation");

	Params::FortAsyncAction_PlayConversation_PlayConversation Parms{};

	Parms.Param_Pawn = Param_Pawn;
	Parms.Param_ConversationToPlay = Param_ConversationToPlay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ThreatCloud.ManualLightningFlash
// (Event, Public, BlueprintEvent)

void AThreatCloud::ManualLightningFlash()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "ManualLightningFlash");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ThreatCloud.OnBeginDeath
// (Event, Protected, BlueprintEvent)

void AThreatCloud::OnBeginDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnBeginDeath");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ThreatCloud.OnCloudActivated
// (Event, Public, BlueprintEvent)

void AThreatCloud::OnCloudActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnCloudActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ThreatCloud.OnCloudDeactivated
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortThreatDeactivationType             DeactivationType                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AThreatCloud::OnCloudDeactivated(EFortThreatDeactivationType DeactivationType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnCloudDeactivated");

	Params::ThreatCloud_OnCloudDeactivated Parms{};

	Parms.DeactivationType = DeactivationType;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.ThreatCloud.OnCloudHiddenChange
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bCloudsAreHidden                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AThreatCloud::OnCloudHiddenChange(bool bCloudsAreHidden)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnCloudHiddenChange");

	Params::ThreatCloud_OnCloudHiddenChange Parms{};

	Parms.bCloudsAreHidden = bCloudsAreHidden;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.ThreatCloud.OnCloudStart
// (Event, Public, BlueprintEvent)

void AThreatCloud::OnCloudStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnCloudStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ThreatCloud.OnLightningStrike
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          StartLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          EndLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingRift*                    Rift                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLightningStruckRift                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AThreatCloud::OnLightningStrike(const struct FVector& StartLocation, const struct FVector& EndLocation, class ABuildingRift* Rift, bool bLightningStruckRift)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnLightningStrike");

	Params::ThreatCloud_OnLightningStrike Parms{};

	Parms.StartLocation = std::move(StartLocation);
	Parms.EndLocation = std::move(EndLocation);
	Parms.Rift = Rift;
	Parms.bLightningStruckRift = bLightningStruckRift;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.ThreatCloud.OnThreatVolumeChanged
// (Event, Public, BlueprintEvent)

void AThreatCloud::OnThreatVolumeChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "OnThreatVolumeChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ThreatCloud.GetThreatVolume
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FBox                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FBox AThreatCloud::GetThreatVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ThreatCloud", "GetThreatVolume");

	Params::ThreatCloud_GetThreatVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortQuestManager*                Param_QuestManager                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDataTableRowHandle              Param_ObjectiveStat                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// int32                                   Param_Count                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEvent(class UFortQuestManager* Param_QuestManager, const struct FDataTableRowHandle& Param_ObjectiveStat, int32 Param_Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEvent");

	Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEvent Parms{};

	Parms.Param_QuestManager = Param_QuestManager;
	Parms.Param_ObjectiveStat = std::move(Param_ObjectiveStat);
	Parms.Param_Count = Param_Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_SendQuestStatEvent.SendClientStatEventWithTags
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortQuestManager*                Param_QuestManager                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            Param_TargetTags                                       (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            Param_SourceTags                                       (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            Param_ContextTags                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   Param_Count                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_SendQuestStatEvent*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_SendQuestStatEvent* UFortAsyncAction_SendQuestStatEvent::SendClientStatEventWithTags(class UFortQuestManager* Param_QuestManager, const struct FGameplayTagContainer& Param_TargetTags, const struct FGameplayTagContainer& Param_SourceTags, const struct FGameplayTagContainer& Param_ContextTags, int32 Param_Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_SendQuestStatEvent", "SendClientStatEventWithTags");

	Params::FortAsyncAction_SendQuestStatEvent_SendClientStatEventWithTags Parms{};

	Parms.Param_QuestManager = Param_QuestManager;
	Parms.Param_TargetTags = std::move(Param_TargetTags);
	Parms.Param_SourceTags = std::move(Param_SourceTags);
	Parms.Param_ContextTags = std::move(Param_ContextTags);
	Parms.Param_Count = Param_Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_WaitForClientAnnouncement.WaitForClientAnnouncement
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          InWorldContextObject                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortClientAnnouncement*          AnnouncementToWaitFor                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_WaitForClientAnnouncement*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_WaitForClientAnnouncement* UFortAsyncAction_WaitForClientAnnouncement::WaitForClientAnnouncement(class UObject* InWorldContextObject, class AFortClientAnnouncement* AnnouncementToWaitFor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_WaitForClientAnnouncement", "WaitForClientAnnouncement");

	Params::FortAsyncAction_WaitForClientAnnouncement_WaitForClientAnnouncement Parms{};

	Parms.InWorldContextObject = InWorldContextObject;
	Parms.AnnouncementToWaitFor = AnnouncementToWaitFor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBlueprintAnalytics.ConstructAnalyticsAttribute
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class FString                           AttributeName                                          (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           StringValue                                            (ConstParm, Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            FGuidValue                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   IntValue                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FloatValue                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    BoolValue                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAnalyticsEventAttribute     ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortAnalyticsEventAttribute UFortBlueprintAnalytics::ConstructAnalyticsAttribute(const class FString& AttributeName, const class FString& StringValue, const struct FGuid& FGuidValue, const int32 IntValue, const float FloatValue, const bool BoolValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "ConstructAnalyticsAttribute");

	Params::FortBlueprintAnalytics_ConstructAnalyticsAttribute Parms{};

	Parms.AttributeName = std::move(AttributeName);
	Parms.StringValue = std::move(StringValue);
	Parms.FGuidValue = std::move(FGuidValue);
	Parms.IntValue = IntValue;
	Parms.FloatValue = FloatValue;
	Parms.BoolValue = BoolValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBlueprintAnalytics.FireAnalyticEventEnvironmentalItemUsed
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           EnvironmentalItem                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireAnalyticEventEnvironmentalItemUsed(class AFortPlayerController* FortPC, class AActor* EnvironmentalItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireAnalyticEventEnvironmentalItemUsed");

	Params::FortBlueprintAnalytics_FireAnalyticEventEnvironmentalItemUsed Parms{};

	Parms.FortPC = FortPC;
	Parms.EnvironmentalItem = EnvironmentalItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireAnalyticsEvent_Blueprint
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAnalyticsEventAttribute     Attribute                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireAnalyticsEvent_Blueprint");

	Params::FortBlueprintAnalytics_FireAnalyticsEvent_Blueprint Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Attribute = std::move(Attribute);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireAnalyticsEvent_BlueprintArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAnalyticsEventAttribute>Attributes                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireAnalyticsEvent_BlueprintArray");

	Params::FortBlueprintAnalytics_FireAnalyticsEvent_BlueprintArray Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Attributes = std::move(Attributes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_BuildLimitProgressDecremented
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      Destroyer                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     Mission                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       BuildingType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BuildLimitProgress                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BuildLimit                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_BuildLimitProgressDecremented(const class UObject* SourceBp, class AController* Destroyer, class AFortMission* Mission, EFortBuildingType BuildingType, int32 BuildLimitProgress, int32 BuildLimit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_BuildLimitProgressDecremented");

	Params::FortBlueprintAnalytics_FireEvent_BuildLimitProgressDecremented Parms{};

	Parms.SourceBp = SourceBp;
	Parms.Destroyer = Destroyer;
	Parms.Mission = Mission;
	Parms.BuildingType = BuildingType;
	Parms.BuildLimitProgress = BuildLimitProgress;
	Parms.BuildLimit = BuildLimit;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_BuildLimitProgressIncremented
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMission*                     Mission                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       BuildingType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BuildLimitProgress                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BuildLimit                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_BuildLimitProgressIncremented(const class UObject* SourceBp, class AFortPlayerController* FortPC, class AFortMission* Mission, EFortBuildingType BuildingType, int32 BuildLimitProgress, int32 BuildLimit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_BuildLimitProgressIncremented");

	Params::FortBlueprintAnalytics_FireEvent_BuildLimitProgressIncremented Parms{};

	Parms.SourceBp = SourceBp;
	Parms.FortPC = FortPC;
	Parms.Mission = Mission;
	Parms.BuildingType = BuildingType;
	Parms.BuildLimitProgress = BuildLimitProgress;
	Parms.BuildLimit = BuildLimit;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_GrapplingHookAttachEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAttached                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_GrapplingHookAttachEvent(const class UObject* SourceBp, const bool bAttached)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_GrapplingHookAttachEvent");

	Params::FortBlueprintAnalytics_FireEvent_GrapplingHookAttachEvent Parms{};

	Parms.SourceBp = SourceBp;
	Parms.bAttached = bAttached;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_ItemThrownBP
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ItemName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Velocity                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_ItemThrownBP(const class UObject* SourceBp, const class FString& ItemName, const struct FVector& Velocity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_ItemThrownBP");

	Params::FortBlueprintAnalytics_FireEvent_ItemThrownBP Parms{};

	Parms.SourceBp = SourceBp;
	Parms.ItemName = std::move(ItemName);
	Parms.Velocity = std::move(Velocity);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_MatchmakingClientEnded
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPartyStateIsWorldView                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPartyStateIsTheaterView                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPartyStateIsReturningToFrontEnd                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchmakingComplete                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLobbyStarted                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchmakingCancelled                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_MatchmakingClientEnded(const class UObject* SourceBp, bool bPartyStateIsWorldView, bool bPartyStateIsTheaterView, bool bPartyStateIsReturningToFrontEnd, bool bMatchmakingComplete, bool bLobbyStarted, bool bMatchmakingCancelled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_MatchmakingClientEnded");

	Params::FortBlueprintAnalytics_FireEvent_MatchmakingClientEnded Parms{};

	Parms.SourceBp = SourceBp;
	Parms.bPartyStateIsWorldView = bPartyStateIsWorldView;
	Parms.bPartyStateIsTheaterView = bPartyStateIsTheaterView;
	Parms.bPartyStateIsReturningToFrontEnd = bPartyStateIsReturningToFrontEnd;
	Parms.bMatchmakingComplete = bMatchmakingComplete;
	Parms.bLobbyStarted = bLobbyStarted;
	Parms.bMatchmakingCancelled = bMatchmakingCancelled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_MatchmakingClientStarted
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchmakingStarted                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bClientPartyStateMatchmaking                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bClientPartyStateChangedPostMatchmaking                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_MatchmakingClientStarted(const class UObject* SourceBp, bool bMatchmakingStarted, bool bClientPartyStateMatchmaking, bool bClientPartyStateChangedPostMatchmaking)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_MatchmakingClientStarted");

	Params::FortBlueprintAnalytics_FireEvent_MatchmakingClientStarted Parms{};

	Parms.SourceBp = SourceBp;
	Parms.bMatchmakingStarted = bMatchmakingStarted;
	Parms.bClientPartyStateMatchmaking = bClientPartyStateMatchmaking;
	Parms.bClientPartyStateChangedPostMatchmaking = bClientPartyStateChangedPostMatchmaking;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireEvent_MatchmakingClientStatusTextChanged
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bMatchmakingIsLocal                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUserIsMatchmaking                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPartyIsPostMatchmaking                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsStormShieldMission                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           QueueState                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMatchmakingState                       MatchmakingState                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireEvent_MatchmakingClientStatusTextChanged(const class UObject* SourceBp, bool bMatchmakingIsLocal, bool bUserIsMatchmaking, bool bPartyIsPostMatchmaking, bool bIsStormShieldMission, const class FString& QueueState, EMatchmakingState MatchmakingState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireEvent_MatchmakingClientStatusTextChanged");

	Params::FortBlueprintAnalytics_FireEvent_MatchmakingClientStatusTextChanged Parms{};

	Parms.SourceBp = SourceBp;
	Parms.bMatchmakingIsLocal = bMatchmakingIsLocal;
	Parms.bUserIsMatchmaking = bUserIsMatchmaking;
	Parms.bPartyIsPostMatchmaking = bPartyIsPostMatchmaking;
	Parms.bIsStormShieldMission = bIsStormShieldMission;
	Parms.QueueState = std::move(QueueState);
	Parms.MatchmakingState = MatchmakingState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireMissionAnalyticsEvent_Blueprint
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAnalyticsEventAttribute     Attribute                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireMissionAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const struct FFortAnalyticsEventAttribute& Attribute)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireMissionAnalyticsEvent_Blueprint");

	Params::FortBlueprintAnalytics_FireMissionAnalyticsEvent_Blueprint Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Attribute = std::move(Attribute);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireMissionAnalyticsEvent_BlueprintArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAnalyticsEventAttribute>Attributes                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireMissionAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireMissionAnalyticsEvent_BlueprintArray");

	Params::FortBlueprintAnalytics_FireMissionAnalyticsEvent_BlueprintArray Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Attributes = std::move(Attributes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireQuestAnalyticsEvent_Blueprint
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestItem*                   Quest                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireQuestAnalyticsEvent_Blueprint(const class UObject* SourceBp, const class FString& EventName, const class UFortQuestItem* Quest)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireQuestAnalyticsEvent_Blueprint");

	Params::FortBlueprintAnalytics_FireQuestAnalyticsEvent_Blueprint Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Quest = Quest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBlueprintAnalytics.FireQuestAnalyticsEvent_BlueprintArray
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestItem*                   Quest                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAnalyticsEventAttribute>Attributes                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortBlueprintAnalytics::FireQuestAnalyticsEvent_BlueprintArray(const class UObject* SourceBp, const class FString& EventName, const class UFortQuestItem* Quest, const TArray<struct FFortAnalyticsEventAttribute>& Attributes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBlueprintAnalytics", "FireQuestAnalyticsEvent_BlueprintArray");

	Params::FortBlueprintAnalytics_FireQuestAnalyticsEvent_BlueprintArray Parms{};

	Parms.SourceBp = SourceBp;
	Parms.EventName = std::move(EventName);
	Parms.Quest = Quest;
	Parms.Attributes = std::move(Attributes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.CheckMinigameOnTeleportComplete
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::CheckMinigameOnTeleportComplete(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "CheckMinigameOnTeleportComplete");

	Params::FortAthenaCreativePortal_CheckMinigameOnTeleportComplete Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.ClientSaveDisplayChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bSaving                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::ClientSaveDisplayChanged(bool bSaving)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "ClientSaveDisplayChanged");

	Params::FortAthenaCreativePortal_ClientSaveDisplayChanged Parms{};

	Parms.bSaving = bSaving;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaCreativePortal.ClientSaveStateChanged
// (Final, Native, Protected)
// Parameters:
// bool                                    bSaving                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::ClientSaveStateChanged(bool bSaving)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "ClientSaveStateChanged");

	Params::FortAthenaCreativePortal_ClientSaveStateChanged Parms{};

	Parms.bSaving = bSaving;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.CuratedPortalChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaCreativePortal::CuratedPortalChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "CuratedPortalChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.DisplayNameChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaCreativePortal::DisplayNameChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "DisplayNameChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.FinishedReadingCloudFiles
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::FinishedReadingCloudFiles(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "FinishedReadingCloudFiles");

	Params::FortAthenaCreativePortal_FinishedReadingCloudFiles Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.GetPlayerState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerStateAthena*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerStateAthena* AFortAthenaCreativePortal::GetPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "GetPlayerState");

	Params::FortAthenaCreativePortal_GetPlayerState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaCreativePortal.NotifyTeleportedPlayerPawn
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::NotifyTeleportedPlayerPawn(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "NotifyTeleportedPlayerPawn");

	Params::FortAthenaCreativePortal_NotifyTeleportedPlayerPawn Parms{};

	Parms.PlayerPawn = PlayerPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaCreativePortal.NotifyTeleportedVehicle
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::NotifyTeleportedVehicle(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "NotifyTeleportedVehicle");

	Params::FortAthenaCreativePortal_NotifyTeleportedVehicle Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnClientLoadedStateChanged
// (Final, Native, Protected)

void AFortAthenaCreativePortal::OnClientLoadedStateChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnClientLoadedStateChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnPlayerPawnTeleported
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::OnPlayerPawnTeleported(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnPlayerPawnTeleported");

	Params::FortAthenaCreativePortal_OnPlayerPawnTeleported Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_DisplayNameChanged
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_DisplayNameChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_DisplayNameChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_ImageURLChanged
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_ImageURLChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_ImageURLChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_OwningPlayer
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_OwningPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_OwningPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_PlayersReady
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_PlayersReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_PlayersReady");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_PopulationChanged
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_PopulationChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_PopulationChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_PortalOpen
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_PortalOpen()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_PortalOpen");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnRep_PublishedPortal
// (Final, Native, Public)

void AFortAthenaCreativePortal::OnRep_PublishedPortal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnRep_PublishedPortal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OnThumbnailTextureReady
// (Event, Protected, BlueprintEvent)

void AFortAthenaCreativePortal::OnThumbnailTextureReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnThumbnailTextureReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.OnUnloadPlotComplete
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::OnUnloadPlotComplete(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OnUnloadPlotComplete");

	Params::FortAthenaCreativePortal_OnUnloadPlotComplete Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.OverlappingOnBeginPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::OverlappingOnBeginPlay(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OverlappingOnBeginPlay");

	Params::FortAthenaCreativePortal_OverlappingOnBeginPlay Parms{};

	Parms.Actor = Actor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaCreativePortal.OwningPlayerChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaCreativePortal::OwningPlayerChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "OwningPlayerChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.PopulationChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaCreativePortal::PopulationChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "PopulationChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.PortalOpenChanged
// (Event, Public, BlueprintEvent)

void AFortAthenaCreativePortal::PortalOpenChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "PortalOpenChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaCreativePortal.StartedPlotLoadForUser
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::StartedPlotLoadForUser(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "StartedPlotLoadForUser");

	Params::FortAthenaCreativePortal_StartedPlotLoadForUser Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.TeleportPlayer
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         TeleportRotation                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::TeleportPlayer(class AFortPlayerPawn* PlayerPawn, const struct FRotator& TeleportRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "TeleportPlayer");

	Params::FortAthenaCreativePortal_TeleportPlayer Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.TeleportRotation = std::move(TeleportRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.TeleportPlayerForPlotLoadComplete
// (Final, Native, Private)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::TeleportPlayerForPlotLoadComplete(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "TeleportPlayerForPlotLoadComplete");

	Params::FortAthenaCreativePortal_TeleportPlayerForPlotLoadComplete Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.TeleportPlayerToLinkedVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseSpawnTags                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::TeleportPlayerToLinkedVolume(class AFortPlayerPawn* PlayerPawn, bool bUseSpawnTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "TeleportPlayerToLinkedVolume");

	Params::FortAthenaCreativePortal_TeleportPlayerToLinkedVolume Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.bUseSpawnTags = bUseSpawnTags;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.TeleportVehicle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaCreativePortal::TeleportVehicle(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "TeleportVehicle");

	Params::FortAthenaCreativePortal_TeleportVehicle Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.UpdateThumbnail
// (Final, Native, Private, BlueprintCallable)

void AFortAthenaCreativePortal::UpdateThumbnail()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "UpdateThumbnail");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaCreativePortal.GetLinkedVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortAthenaCreativePortal::GetLinkedVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "GetLinkedVolume");

	Params::FortAthenaCreativePortal_GetLinkedVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaCreativePortal.IsPortalInteractable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaCreativePortal::IsPortalInteractable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "IsPortalInteractable");

	Params::FortAthenaCreativePortal_IsPortalInteractable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaCreativePortal.IsPortalOpen
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaCreativePortal::IsPortalOpen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaCreativePortal", "IsPortalOpen");

	Params::FortAthenaCreativePortal_IsPortalOpen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.BoostBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::BoostBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "BoostBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.BoostEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::BoostEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "BoostEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.BoostIncrease
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   AccumulationStepIndex                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaGoatVehicle::BoostIncrease(int32 AccumulationStepIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "BoostIncrease");

	Params::FortAthenaGoatVehicle_BoostIncrease Parms{};

	Parms.AccumulationStepIndex = AccumulationStepIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaGoatVehicle.CacheParticleComponentPointers
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// class UParticleSystemComponent*         WheelDust                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         WheelSlide                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         TrailLeft                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UParticleSystemComponent*         TrailRight                                             (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaGoatVehicle::CacheParticleComponentPointers(class UParticleSystemComponent* WheelDust, class UParticleSystemComponent* WheelSlide, class UParticleSystemComponent* TrailLeft, class UParticleSystemComponent* TrailRight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "CacheParticleComponentPointers");

	Params::FortAthenaGoatVehicle_CacheParticleComponentPointers Parms{};

	Parms.WheelDust = WheelDust;
	Parms.WheelSlide = WheelSlide;
	Parms.TrailLeft = TrailLeft;
	Parms.TrailRight = TrailRight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaGoatVehicle.ClearBoostAccumulated
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaGoatVehicle::ClearBoostAccumulated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "ClearBoostAccumulated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaGoatVehicle.EBrakeBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::EBrakeBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "EBrakeBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.EBrakeEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::EBrakeEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "EBrakeEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.PowerSlideBegin
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::PowerSlideBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "PowerSlideBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.PowerSlideEnd
// (Event, Public, BlueprintEvent)

void AFortAthenaGoatVehicle::PowerSlideEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "PowerSlideEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortAthenaGoatVehicle.SetSkidActive
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaGoatVehicle::SetSkidActive(bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "SetSkidActive");

	Params::FortAthenaGoatVehicle_SetSkidActive Parms{};

	Parms.bActive = bActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetBoostAccumulated
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortAthenaGoatVehicle::GetBoostAccumulated() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetBoostAccumulated");

	Params::FortAthenaGoatVehicle_GetBoostAccumulated Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetGolfCartEBrakeActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaGoatVehicle::GetGolfCartEBrakeActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetGolfCartEBrakeActionName");

	Params::FortAthenaGoatVehicle_GetGolfCartEBrakeActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetGolfCartForwardActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaGoatVehicle::GetGolfCartForwardActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetGolfCartForwardActionName");

	Params::FortAthenaGoatVehicle_GetGolfCartForwardActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetGolfCartHonkActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaGoatVehicle::GetGolfCartHonkActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetGolfCartHonkActionName");

	Params::FortAthenaGoatVehicle_GetGolfCartHonkActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetGolfCartReverseActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaGoatVehicle::GetGolfCartReverseActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetGolfCartReverseActionName");

	Params::FortAthenaGoatVehicle_GetGolfCartReverseActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.GetVehicleJumpActionName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  FortPlayerPawn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortAthenaGoatVehicle::GetVehicleJumpActionName(class AFortPlayerPawn* FortPlayerPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "GetVehicleJumpActionName");

	Params::FortAthenaGoatVehicle_GetVehicleJumpActionName Parms{};

	Parms.FortPlayerPawn = FortPlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsBoosting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsBoosting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsBoosting");

	Params::FortAthenaGoatVehicle_IsBoosting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsEBraking
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsEBraking() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsEBraking");

	Params::FortAthenaGoatVehicle_IsEBraking Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsLeaningOrBouncingBL
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsLeaningOrBouncingBL() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsLeaningOrBouncingBL");

	Params::FortAthenaGoatVehicle_IsLeaningOrBouncingBL Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsLeaningOrBouncingBR
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsLeaningOrBouncingBR() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsLeaningOrBouncingBR");

	Params::FortAthenaGoatVehicle_IsLeaningOrBouncingBR Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsLeaningOrBouncingFR
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsLeaningOrBouncingFR() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsLeaningOrBouncingFR");

	Params::FortAthenaGoatVehicle_IsLeaningOrBouncingFR Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsLocalPlayerRiding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsLocalPlayerRiding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsLocalPlayerRiding");

	Params::FortAthenaGoatVehicle_IsLocalPlayerRiding Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaGoatVehicle.IsPowerSliding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaGoatVehicle::IsPowerSliding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaGoatVehicle", "IsPowerSliding");

	Params::FortAthenaGoatVehicle_IsPowerSliding Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_Score.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Score::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Score", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_Score_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Score.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Score::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Score", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_Score_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBadgeItemDefinition.GetBadgeScoreCategory
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EStatCategory                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EStatCategory UFortBadgeItemDefinition::GetBadgeScoreCategory() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBadgeItemDefinition", "GetBadgeScoreCategory");

	Params::FortBadgeItemDefinition_GetBadgeScoreCategory Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBadgeItemDefinition.GetBadgeScoreThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortBadgeItemDefinition::GetBadgeScoreThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBadgeItemDefinition", "GetBadgeScoreThreshold");

	Params::FortBadgeItemDefinition_GetBadgeScoreThreshold Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBadgeItemDefinition.GetMissionPoints
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortBadgeItemDefinition::GetMissionPoints() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBadgeItemDefinition", "GetMissionPoints");

	Params::FortBadgeItemDefinition_GetMissionPoints Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBadgeItemDefinition.GetScoreAwarded
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerController*                PlayerController                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortBadgeItemDefinition::GetScoreAwarded(const class APlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBadgeItemDefinition", "GetScoreAwarded");

	Params::FortBadgeItemDefinition_GetScoreAwarded Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_ButterflyEvent.StartGatheringPawns
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaMutator_ButterflyEvent::StartGatheringPawns()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_ButterflyEvent", "StartGatheringPawns");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_ButterflyEvent.StopGatheringPawns
// (Final, Native, Public, BlueprintCallable)

void AFortAthenaMutator_ButterflyEvent::StopGatheringPawns()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_ButterflyEvent", "StopGatheringPawns");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_ButterflyEvent.UpdatePawnBroadcasting
// (Final, Native, Protected)

void AFortAthenaMutator_ButterflyEvent::UpdatePawnBroadcasting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_ButterflyEvent", "UpdatePawnBroadcasting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.DisplayBackToHubMessage
// (Final, Native, Protected)

void AFortAthenaMutator_CreativeTutorial::DisplayBackToHubMessage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "DisplayBackToHubMessage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnActorEnteredVolume
// (Final, Native, Protected)
// Parameters:
// class APlayerState*                     PS                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_CreativeTutorial::OnActorEnteredVolume(class APlayerState* PS, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnActorEnteredVolume");

	Params::FortAthenaMutator_CreativeTutorial_OnActorEnteredVolume Parms{};

	Parms.PS = PS;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnEndSkydiving
// (Final, Native, Protected)

void AFortAthenaMutator_CreativeTutorial::OnEndSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnEndSkydiving");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_CreativeTutorial::OnGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnGamePhaseChanged");

	Params::FortAthenaMutator_CreativeTutorial_OnGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_CreativeTutorial::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_CreativeTutorial_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnPlayerCreativeVolumeChanged
// (Final, Native, Protected)
// Parameters:
// class AFortVolume*                      Volume                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_CreativeTutorial::OnPlayerCreativeVolumeChanged(const class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnPlayerCreativeVolumeChanged");

	Params::FortAthenaMutator_CreativeTutorial_OnPlayerCreativeVolumeChanged Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnPlayerJoinedCreativeIsland
// (Final, Native, Protected)

void AFortAthenaMutator_CreativeTutorial::OnPlayerJoinedCreativeIsland()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnPlayerJoinedCreativeIsland");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.OnVolumeManagerReplicated
// (Final, Native, Protected)

void AFortAthenaMutator_CreativeTutorial::OnVolumeManagerReplicated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "OnVolumeManagerReplicated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_CreativeTutorial.StartTrackingEndSkydiving
// (Final, Native, Protected)

void AFortAthenaMutator_CreativeTutorial::StartTrackingEndSkydiving()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_CreativeTutorial", "StartTrackingEndSkydiving");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Storm.PauseStormDamage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPause                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Storm::PauseStormDamage(bool bPause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Storm", "PauseStormDamage");

	Params::FortAthenaMutator_Storm_PauseStormDamage Parms{};

	Parms.bPause = bPause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Storm.PauseStormProgression
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPause                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Storm::PauseStormProgression(bool bPause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Storm", "PauseStormProgression");

	Params::FortAthenaMutator_Storm_PauseStormProgression Parms{};

	Parms.bPause = bPause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_DeimosSurvival.OnBuildingActorDestroyed
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_DeimosSurvival::OnBuildingActorDestroyed(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_DeimosSurvival", "OnBuildingActorDestroyed");

	Params::FortAthenaMutator_DeimosSurvival_OnBuildingActorDestroyed Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_DeimosSurvival.OnPlaylistDataLoaded
// (Final, Native, Public, HasOutParams)
// Parameters:
// class FName                             PlaylistName                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            PlaylistContainerTag                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortAthenaMutator_DeimosSurvival::OnPlaylistDataLoaded(class FName PlaylistName, const struct FGameplayTagContainer& PlaylistContainerTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_DeimosSurvival", "OnPlaylistDataLoaded");

	Params::FortAthenaMutator_DeimosSurvival_OnPlaylistDataLoaded Parms{};

	Parms.PlaylistName = PlaylistName;
	Parms.PlaylistContainerTag = std::move(PlaylistContainerTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_DeimosSurvival.OnSafezoneChanged
// (Final, Native, Public)

void AFortAthenaMutator_DeimosSurvival::OnSafezoneChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_DeimosSurvival", "OnSafezoneChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Disco.IsRespawningAllowed
// (Final, Native, Protected)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortAthenaMutator_Disco::IsRespawningAllowed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "IsRespawningAllowed");

	Params::FortAthenaMutator_Disco_IsRespawningAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAthenaMutator_Disco.OnCaptureLock
// (Final, Native, Public)
// Parameters:
// class AAthenaCapturePoint*              CapturePoint                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   LockTeam                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsNewLock                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Disco::OnCaptureLock(class AAthenaCapturePoint* CapturePoint, uint8 LockTeam, bool bIsNewLock)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "OnCaptureLock");

	Params::FortAthenaMutator_Disco_OnCaptureLock Parms{};

	Parms.CapturePoint = CapturePoint;
	Parms.LockTeam = LockTeam;
	Parms.bIsNewLock = bIsNewLock;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Disco.OnCaptureLockBroken
// (Final, Native, Public)
// Parameters:
// class AAthenaCapturePoint*              CapturePoint                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   LockTeam                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   BreakTeam                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Disco::OnCaptureLockBroken(class AAthenaCapturePoint* CapturePoint, uint8 LockTeam, uint8 BreakTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "OnCaptureLockBroken");

	Params::FortAthenaMutator_Disco_OnCaptureLockBroken Parms{};

	Parms.CapturePoint = CapturePoint;
	Parms.LockTeam = LockTeam;
	Parms.BreakTeam = BreakTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Disco.OnGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Disco::OnGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "OnGamePhaseChanged");

	Params::FortAthenaMutator_Disco_OnGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Disco.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Disco::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_Disco_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Disco.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Disco::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Disco", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_Disco_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLevelScriptActor.OnMatchStarted
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortLevelScriptActor::OnMatchStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelScriptActor", "OnMatchStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortLevelScriptActor.OnWorldReady
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortLevelScriptActor::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLevelScriptActor", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBound
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OldHomeActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortHomeTeleporterInterface::OnHomeTeleporterBound(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBound");

	Params::FortHomeTeleporterInterface_OnHomeTeleporterBound Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.OldHomeActor = OldHomeActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterBoundServer
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OldHomeActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortHomeTeleporterInterface::OnHomeTeleporterBoundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* OldHomeActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterBoundServer");

	Params::FortHomeTeleporterInterface_OnHomeTeleporterBoundServer Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.OldHomeActor = OldHomeActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnbound
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           NewHomeActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortHomeTeleporterInterface::OnHomeTeleporterUnbound(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnbound");

	Params::FortHomeTeleporterInterface_OnHomeTeleporterUnbound Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.NewHomeActor = NewHomeActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortHomeTeleporterInterface.OnHomeTeleporterUnboundServer
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           NewHomeActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortHomeTeleporterInterface::OnHomeTeleporterUnboundServer(class AFortPlayerPawn* PlayerPawn, const class AActor* NewHomeActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomeTeleporterInterface", "OnHomeTeleporterUnboundServer");

	Params::FortHomeTeleporterInterface_OnHomeTeleporterUnboundServer Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.NewHomeActor = NewHomeActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaMutator_Flag.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Flag::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Flag", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_Flag_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_Hover.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_Hover::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_Hover", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_Hover_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_SupplyDrop.RemoveOutOfStormSupplyDrop
// (Final, Native, Public)

void AFortAthenaMutator_SupplyDrop::RemoveOutOfStormSupplyDrop()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_SupplyDrop", "RemoveOutOfStormSupplyDrop");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_TDM.OnGamePhaseStepChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_TDM::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_TDM", "OnGamePhaseStepChanged");

	Params::FortAthenaMutator_TDM_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaMutator_TDM.OnMutatorGameplayEvent
// (Final, Native, Protected)
// Parameters:
// int32                                   EventId                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam1                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam2                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   EventParam3                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaMutator_TDM::OnMutatorGameplayEvent(int32 EventId, int32 EventParam1, int32 EventParam2, int32 EventParam3)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaMutator_TDM", "OnMutatorGameplayEvent");

	Params::FortAthenaMutator_TDM_OnMutatorGameplayEvent Parms{};

	Parms.EventId = EventId;
	Parms.EventParam1 = EventParam1;
	Parms.EventParam2 = EventParam2;
	Parms.EventParam3 = EventParam3;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaRiftPortal.NotifyTeleportedVehicle
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaRiftPortal::NotifyTeleportedVehicle(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaRiftPortal", "NotifyTeleportedVehicle");

	Params::FortAthenaRiftPortal_NotifyTeleportedVehicle Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAthenaRiftPortal.OverlappingOnBeginPlay
// (Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaRiftPortal::OverlappingOnBeginPlay(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaRiftPortal", "OverlappingOnBeginPlay");

	Params::FortAthenaRiftPortal_OverlappingOnBeginPlay Parms{};

	Parms.Actor = Actor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAthenaRiftPortal.TeleportVehicle
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          TeleportLocation                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortAthenaRiftPortal::TeleportVehicle(class AFortAthenaVehicle* Vehicle, const struct FVector& TeleportLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAthenaRiftPortal", "TeleportVehicle");

	Params::FortAthenaRiftPortal_TeleportVehicle Parms{};

	Parms.Vehicle = Vehicle;
	Parms.TeleportLocation = std::move(TeleportLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAudioToMPCComponent.OnGatheredFFTData
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<struct FChannelData>             FFTData                                                (Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   OutAmplitudeAverage                                    (Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAudioToMPCComponent::OnGatheredFFTData(TArray<struct FChannelData>& FFTData, float& OutAmplitudeAverage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAudioToMPCComponent", "OnGatheredFFTData");

	Params::FortAudioToMPCComponent_OnGatheredFFTData Parms{};

	Parms.FFTData = std::move(FFTData);
	Parms.OutAmplitudeAverage = OutAmplitudeAverage;

	UObject::ProcessEvent(Func, &Parms);

	FFTData = std::move(Parms.FFTData);
	OutAmplitudeAverage = Parms.OutAmplitudeAverage;
}


// Function FortniteGame.FortAwardManager.GetSourceAndContextTags
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            OutSourceTags                                          (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            OutContextTags                                         (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortAwardManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAwardManager", "GetSourceAndContextTags");

	Params::FortAwardManager_GetSourceAndContextTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSourceTags != nullptr)
		*OutSourceTags = std::move(Parms.OutSourceTags);

	if (OutContextTags != nullptr)
		*OutContextTags = std::move(Parms.OutContextTags);
}


// Function FortniteGame.FortBannerUtilities.GetBannerColor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerColorItem*     BannerColor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHomebaseBannerColor             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FHomebaseBannerColor UFortBannerUtilities::GetBannerColor(class UFortHomebaseBannerColorItem* BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColor");

	Params::FortBannerUtilities_GetBannerColor Parms{};

	Parms.BannerColor = BannerColor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorCategoryName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             CategoryRowName                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortBannerUtilities::GetBannerColorCategoryName(const class FName& CategoryRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorCategoryName");

	Params::FortBannerUtilities_GetBannerColorCategoryName Parms{};

	Parms.CategoryRowName = CategoryRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorCategoryRowName
// (Final, RequiredAPI, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerColorRowName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortBannerUtilities::GetBannerColorCategoryRowName(const class FName& BannerColorRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorCategoryRowName");

	Params::FortBannerUtilities_GetBannerColorCategoryRowName Parms{};

	Parms.BannerColorRowName = BannerColorRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorFromRowName
// (Final, RequiredAPI, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerColorRowName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHomebaseBannerColor             ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FHomebaseBannerColor UFortBannerUtilities::GetBannerColorFromRowName(const class FName& BannerColorRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorFromRowName");

	Params::FortBannerUtilities_GetBannerColorFromRowName Parms{};

	Parms.BannerColorRowName = BannerColorRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorItemFromRowName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BannerColorRowName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHomebaseBannerColorItem*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHomebaseBannerColorItem* UFortBannerUtilities::GetBannerColorItemFromRowName(class AFortPlayerController* FortPC, const class FName& BannerColorRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorItemFromRowName");

	Params::FortBannerUtilities_GetBannerColorItemFromRowName Parms{};

	Parms.FortPC = FortPC;
	Parms.BannerColorRowName = BannerColorRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorPrimaryColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerColorItem*     BannerColor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetBannerColorPrimaryColor(const class UFortHomebaseBannerColorItem* BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorPrimaryColor");

	Params::FortBannerUtilities_GetBannerColorPrimaryColor Parms{};

	Parms.BannerColor = BannerColor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorPrimaryColorFromRowName
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class FName                             BannerColorRowName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetBannerColorPrimaryColorFromRowName(const class FName& BannerColorRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorPrimaryColorFromRowName");

	Params::FortBannerUtilities_GetBannerColorPrimaryColorFromRowName Parms{};

	Parms.BannerColorRowName = BannerColorRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorSecondaryColor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerColorItem*     BannerColor                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetBannerColorSecondaryColor(const class UFortHomebaseBannerColorItem* BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorSecondaryColor");

	Params::FortBannerUtilities_GetBannerColorSecondaryColor Parms{};

	Parms.BannerColor = BannerColor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorSecondaryColorFromRowName
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class FName                             BannerColorRowName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetBannerColorSecondaryColorFromRowName(const class FName& BannerColorRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorSecondaryColorFromRowName");

	Params::FortBannerUtilities_GetBannerColorSecondaryColorFromRowName Parms{};

	Parms.BannerColorRowName = BannerColorRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerColorsForCategory
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             CategoryRowName                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortAccountItem*>         BannerColors                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortBannerUtilities::GetBannerColorsForCategory(class AFortPlayerController* FortPC, const class FName& CategoryRowName, TArray<class UFortAccountItem*>* BannerColors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerColorsForCategory");

	Params::FortBannerUtilities_GetBannerColorsForCategory Parms{};

	Parms.FortPC = FortPC;
	Parms.CategoryRowName = CategoryRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (BannerColors != nullptr)
		*BannerColors = std::move(Parms.BannerColors);
}


// Function FortniteGame.FortBannerUtilities.GetBannerFullUsageRightsFromRowName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerIconRowName                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortBannerUtilities::GetBannerFullUsageRightsFromRowName(const class FName& BannerIconRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerFullUsageRightsFromRowName");

	Params::FortBannerUtilities_GetBannerFullUsageRightsFromRowName Parms{};

	Parms.BannerIconRowName = BannerIconRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerIconCategoryName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             CategoryRowName                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortBannerUtilities::GetBannerIconCategoryName(const class FName& CategoryRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerIconCategoryName");

	Params::FortBannerUtilities_GetBannerIconCategoryName Parms{};

	Parms.CategoryRowName = CategoryRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerIconCategoryRowName
// (Final, RequiredAPI, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerIconRowName                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortBannerUtilities::GetBannerIconCategoryRowName(const class FName& BannerIconRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerIconCategoryRowName");

	Params::FortBannerUtilities_GetBannerIconCategoryRowName Parms{};

	Parms.BannerIconRowName = BannerIconRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerIconItemFromRowName
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BannerIconRowName                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHomebaseBannerIconItem*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHomebaseBannerIconItem* UFortBannerUtilities::GetBannerIconItemFromRowName(class AFortPlayerController* FortPC, const class FName& BannerIconRowName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerIconItemFromRowName");

	Params::FortBannerUtilities_GetBannerIconItemFromRowName Parms{};

	Parms.FortPC = FortPC;
	Parms.BannerIconRowName = BannerIconRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerIconsForCategory
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             CategoryRowName                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortAccountItem*>         BannerIcons                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortBannerUtilities::GetBannerIconsForCategory(class AFortPlayerController* FortPC, const class FName& CategoryRowName, TArray<class UFortAccountItem*>* BannerIcons)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerIconsForCategory");

	Params::FortBannerUtilities_GetBannerIconsForCategory Parms{};

	Parms.FortPC = FortPC;
	Parms.CategoryRowName = CategoryRowName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (BannerIcons != nullptr)
		*BannerIcons = std::move(Parms.BannerIcons);
}


// Function FortniteGame.FortBannerUtilities.GetBannerLargeIconAsset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerIconItem*      BannerIcon                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EBannerUsageContext                     Usage                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortBannerUtilities::GetBannerLargeIconAsset(class UFortHomebaseBannerIconItem* BannerIcon, EBannerUsageContext Usage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerLargeIconAsset");

	Params::FortBannerUtilities_GetBannerLargeIconAsset Parms{};

	Parms.BannerIcon = BannerIcon;
	Parms.Usage = Usage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerLargeIconAssetFromRowName
// (Final, RequiredAPI, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerIconRowName                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EBannerUsageContext                     Usage                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortBannerUtilities::GetBannerLargeIconAssetFromRowName(const class FName& BannerIconRowName, EBannerUsageContext Usage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerLargeIconAssetFromRowName");

	Params::FortBannerUtilities_GetBannerLargeIconAssetFromRowName Parms{};

	Parms.BannerIconRowName = BannerIconRowName;
	Parms.Usage = Usage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerSmallIconAsset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerIconItem*      BannerIcon                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EBannerUsageContext                     Usage                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortBannerUtilities::GetBannerSmallIconAsset(class UFortHomebaseBannerIconItem* BannerIcon, EBannerUsageContext Usage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerSmallIconAsset");

	Params::FortBannerUtilities_GetBannerSmallIconAsset Parms{};

	Parms.BannerIcon = BannerIcon;
	Parms.Usage = Usage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetBannerSmallIconAssetFromRowName
// (Final, RequiredAPI, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FName                             BannerIconRowName                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EBannerUsageContext                     Usage                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortBannerUtilities::GetBannerSmallIconAssetFromRowName(const class FName& BannerIconRowName, EBannerUsageContext Usage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetBannerSmallIconAssetFromRowName");

	Params::FortBannerUtilities_GetBannerSmallIconAssetFromRowName Parms{};

	Parms.BannerIconRowName = BannerIconRowName;
	Parms.Usage = Usage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetPrimaryColor
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHomebaseBannerColor             BannerColor                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetPrimaryColor(const struct FHomebaseBannerColor& BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetPrimaryColor");

	Params::FortBannerUtilities_GetPrimaryColor Parms{};

	Parms.BannerColor = std::move(BannerColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetRowNameForBannerColorItem
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerColorItem*     BannerColor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortBannerUtilities::GetRowNameForBannerColorItem(class UFortHomebaseBannerColorItem* BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetRowNameForBannerColorItem");

	Params::FortBannerUtilities_GetRowNameForBannerColorItem Parms{};

	Parms.BannerColor = BannerColor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetRowNameForBannerIconItem
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortHomebaseBannerIconItem*      BannerIcon                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortBannerUtilities::GetRowNameForBannerIconItem(class UFortHomebaseBannerIconItem* BannerIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetRowNameForBannerIconItem");

	Params::FortBannerUtilities_GetRowNameForBannerIconItem Parms{};

	Parms.BannerIcon = BannerIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBannerUtilities.GetSecondaryColor
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FHomebaseBannerColor             BannerColor                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortBannerUtilities::GetSecondaryColor(const struct FHomebaseBannerColor& BannerColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBannerUtilities", "GetSecondaryColor");

	Params::FortBannerUtilities_GetSecondaryColor Parms{};

	Parms.BannerColor = std::move(BannerColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBenchManager.StopFortBench
// (Final, Native, Public)

void UFortBenchManager::StopFortBench()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBenchManager", "StopFortBench");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_CinematicSkipped
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           CinematicName                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_CinematicSkipped(const class UObject* SourceBp, const class FString& CinematicName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_CinematicSkipped");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_CinematicSkipped Parms{};

	Parms.SourceBp = SourceBp;
	Parms.CinematicName = std::move(CinematicName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_MineCartDestroyed
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_MineCartDestroyed(const class UObject* SourceBp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_MineCartDestroyed");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_MineCartDestroyed Parms{};

	Parms.SourceBp = SourceBp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_TutorialCanceled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_TutorialCanceled(const class UObject* SourceBp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_TutorialCanceled");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_TutorialCanceled Parms{};

	Parms.SourceBp = SourceBp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_TutorialCompleted
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    WasSuccessful                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_TutorialCompleted(const class UObject* SourceBp, bool WasSuccessful)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_TutorialCompleted");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_TutorialCompleted Parms{};

	Parms.SourceBp = SourceBp;
	Parms.WasSuccessful = WasSuccessful;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_TutorialStartupFailed
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MatchmakingResult                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_TutorialStartupFailed(const class UObject* SourceBp, const int32 MatchmakingResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_TutorialStartupFailed");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_TutorialStartupFailed Parms{};

	Parms.SourceBp = SourceBp;
	Parms.MatchmakingResult = MatchmakingResult;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOnboardingAnalytics.FireAnalyticsEvent_VinderTipPlayed
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           VinderTipTag                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOnboardingAnalytics::FireAnalyticsEvent_VinderTipPlayed(const class UObject* SourceBp, const class FString& VinderTipTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOnboardingAnalytics", "FireAnalyticsEvent_VinderTipPlayed");

	Params::FortOnboardingAnalytics_FireAnalyticsEvent_VinderTipPlayed Parms{};

	Parms.SourceBp = SourceBp;
	Parms.VinderTipTag = std::move(VinderTipTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostAttackWaveCompleted
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BuildingType                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesCompleted                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Succeeded                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Direction                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostAttackWaveCompleted(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumWavesCompleted, const bool Succeeded, const class FString& Direction, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostAttackWaveCompleted");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostAttackWaveCompleted Parms{};

	Parms.SourceBp = SourceBp;
	Parms.BuildingType = std::move(BuildingType);
	Parms.NumWavesCompleted = NumWavesCompleted;
	Parms.Succeeded = Succeeded;
	Parms.Direction = std::move(Direction);
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostAttackWaveStarted
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BuildingType                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesStarted                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Direction                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostAttackWaveStarted(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumWavesStarted, const class FString& Direction, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostAttackWaveStarted");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostAttackWaveStarted Parms{};

	Parms.SourceBp = SourceBp;
	Parms.BuildingType = std::move(BuildingType);
	Parms.NumWavesStarted = NumWavesStarted;
	Parms.Direction = std::move(Direction);
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingActivated
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BuildingType                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumMissionsCompleted                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingActivated(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingActivated");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingActivated Parms{};

	Parms.SourceBp = SourceBp;
	Parms.BuildingType = std::move(BuildingType);
	Parms.NumMissionsCompleted = NumMissionsCompleted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostBuildingDefended
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BuildingType                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumMissionsCompleted                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostBuildingDefended(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumMissionsCompleted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostBuildingDefended");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostBuildingDefended Parms{};

	Parms.SourceBp = SourceBp;
	Parms.BuildingType = std::move(BuildingType);
	Parms.NumMissionsCompleted = NumMissionsCompleted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostDefenseEnd
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesStarted                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesTotal                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSucceeded                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAbandoned                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostDefenseEnd(const class UObject* SourceBp, const int32 NumWavesStarted, const int32 NumWavesTotal, bool bSucceeded, bool bAbandoned, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostDefenseEnd");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostDefenseEnd Parms{};

	Parms.SourceBp = SourceBp;
	Parms.NumWavesStarted = NumWavesStarted;
	Parms.NumWavesTotal = NumWavesTotal;
	Parms.bSucceeded = bSucceeded;
	Parms.bAbandoned = bAbandoned;
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostDefenseStart
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesTotal                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostDefenseStart(const class UObject* SourceBp, const int32 NumWavesTotal, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostDefenseStart");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostDefenseStart Parms{};

	Parms.SourceBp = SourceBp;
	Parms.NumWavesTotal = NumWavesTotal;
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostLeaveOutpost
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BuildingType                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumWavesStarted                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostLeaveOutpost(const class UObject* SourceBp, const class FString& BuildingType, const int32 NumWavesStarted, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostLeaveOutpost");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostLeaveOutpost Parms{};

	Parms.SourceBp = SourceBp;
	Parms.BuildingType = std::move(BuildingType);
	Parms.NumWavesStarted = NumWavesStarted;
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostLoaded
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DefenseLeg                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostLoaded(const class UObject* SourceBp, const int32 DefenseLeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostLoaded");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostLoaded Parms{};

	Parms.SourceBp = SourceBp;
	Parms.DefenseLeg = DefenseLeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostAnalytics.FireAnalyticsEvent_OutpostSupplyDropPickedUp
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          SourceBp                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortAnalyticsEventAttribute>Resourcees                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortOutpostAnalytics::FireAnalyticsEvent_OutpostSupplyDropPickedUp(const class UObject* SourceBp, const TArray<struct FFortAnalyticsEventAttribute>& Resourcees)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortOutpostAnalytics", "FireAnalyticsEvent_OutpostSupplyDropPickedUp");

	Params::FortOutpostAnalytics_FireAnalyticsEvent_OutpostSupplyDropPickedUp Parms{};

	Parms.SourceBp = SourceBp;
	Parms.Resourcees = std::move(Resourcees);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_ConsoleOpened
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_ConsoleOpened(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_ConsoleOpened");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_ConsoleOpened Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_TierCompleted
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   FinalWave                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      TargetCores                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      AllCores                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierCompleted(class AFortPlayerController* FortPC, int32 Tier, int32 FinalWave, int32 NumberOfPlayers, const TArray<class ADeployableBaseCore*>& TargetCores, const TArray<class ADeployableBaseCore*>& AllCores, const struct FFortTierCollectionLayoutOutput& CollectionData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_TierCompleted");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_TierCompleted Parms{};

	Parms.FortPC = FortPC;
	Parms.Tier = Tier;
	Parms.FinalWave = FinalWave;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.TargetCores = std::move(TargetCores);
	Parms.AllCores = std::move(AllCores);
	Parms.CollectionData = std::move(CollectionData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_TierFailed
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Wave                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierFailed(class AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const struct FFortTierCollectionLayoutOutput& CollectionData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_TierFailed");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_TierFailed Parms{};

	Parms.FortPC = FortPC;
	Parms.Tier = Tier;
	Parms.Wave = Wave;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.CollectionData = std::move(CollectionData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_TierStarted
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_TierStarted(class AFortPlayerController* FortPC, int32 Tier, int32 NumberOfPlayers, const struct FFortTierCollectionLayoutOutput& CollectionData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_TierStarted");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_TierStarted Parms{};

	Parms.FortPC = FortPC;
	Parms.Tier = Tier;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.CollectionData = std::move(CollectionData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_WaveFailed
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Wave                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      TargetCores                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      AllCores                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_WaveFailed(class AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<class ADeployableBaseCore*>& TargetCores, const TArray<class ADeployableBaseCore*>& AllCores, const struct FFortTierCollectionLayoutOutput& CollectionData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_WaveFailed");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_WaveFailed Parms{};

	Parms.FortPC = FortPC;
	Parms.Tier = Tier;
	Parms.Wave = Wave;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.TargetCores = std::move(TargetCores);
	Parms.AllCores = std::move(AllCores);
	Parms.CollectionData = std::move(CollectionData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_CombatZone_WaveStarted
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Wave                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumberOfPlayers                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      TargetCores                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class ADeployableBaseCore*>      AllCores                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  CollectionData                                         (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_CombatZone_WaveStarted(class AFortPlayerController* FortPC, int32 Tier, int32 Wave, int32 NumberOfPlayers, const TArray<class ADeployableBaseCore*>& TargetCores, const TArray<class ADeployableBaseCore*>& AllCores, const struct FFortTierCollectionLayoutOutput& CollectionData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_CombatZone_WaveStarted");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_CombatZone_WaveStarted Parms{};

	Parms.FortPC = FortPC;
	Parms.Tier = Tier;
	Parms.Wave = Wave;
	Parms.NumberOfPlayers = NumberOfPlayers;
	Parms.TargetCores = std::move(TargetCores);
	Parms.AllCores = std::move(AllCores);
	Parms.CollectionData = std::move(CollectionData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseAnalytics.FireAnalyticsEvent_Neighborhood_ConsoleOpened
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 OwnerId                                                (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDeployableBaseAnalytics::FireAnalyticsEvent_Neighborhood_ConsoleOpened(class AFortPlayerController* FortPC, const struct FUniqueNetIdRepl& OwnerId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseAnalytics", "FireAnalyticsEvent_Neighborhood_ConsoleOpened");

	Params::FortDeployableBaseAnalytics_FireAnalyticsEvent_Neighborhood_ConsoleOpened Parms{};

	Parms.FortPC = FortPC;
	Parms.OwnerId = std::move(OwnerId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBluGloManager.GetBluGloItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* AFortBluGloManager::GetBluGloItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBluGloManager", "GetBluGloItemDefinition");

	Params::FortBluGloManager_GetBluGloItemDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBodyPartOverridePreviewActor.ApplyMyCosmeticItemToHero
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PawnToModify                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBodyPartOverridePreviewActor::ApplyMyCosmeticItemToHero(class AFortPlayerPawn* PawnToModify, class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBodyPartOverridePreviewActor", "ApplyMyCosmeticItemToHero");

	Params::FortBodyPartOverridePreviewActor_ApplyMyCosmeticItemToHero Parms{};

	Parms.PawnToModify = PawnToModify;
	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBodyPartOverridePreviewActor.OnPreviewCosmeticItem
// (Event, Protected, BlueprintEvent)

void AFortBodyPartOverridePreviewActor::OnPreviewCosmeticItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBodyPartOverridePreviewActor", "OnPreviewCosmeticItem");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortBotStructureBuilder.BuildAll
// (Final, Native, Public, BlueprintCallable)

void AFortBotStructureBuilder::BuildAll()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotStructureBuilder", "BuildAll");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotStructureBuilder.OnBuildingDied
// (Final, Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBotStructureBuilder::OnBuildingDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotStructureBuilder", "OnBuildingDied");

	Params::FortBotStructureBuilder_OnBuildingDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBotStructureBuilder.RunDeconstructor
// (Final, Native, Public, BlueprintCallable)

void AFortBotStructureBuilder::RunDeconstructor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBotStructureBuilder", "RunDeconstructor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ClientRemotePlayerDamagedResourceBuilding
// (Final, Net, NetReliable, Native, Event, NetMulticast, Private)
// Parameters:
// class ABuildingSMActor*                 BuildingSMActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       PotentialResourceType                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PotentialResourceCount                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDestroyed                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bJustHitWeakspot                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ClientRemotePlayerDamagedResourceBuilding(class ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int32 PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ClientRemotePlayerDamagedResourceBuilding");

	Params::FortBroadcastRemoteClientInfo_ClientRemotePlayerDamagedResourceBuilding Parms{};

	Parms.BuildingSMActor = BuildingSMActor;
	Parms.PotentialResourceType = PotentialResourceType;
	Parms.PotentialResourceCount = PotentialResourceCount;
	Parms.bDestroyed = bDestroyed;
	Parms.bJustHitWeakspot = bJustHitWeakspot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerBuildableClassChanged
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnPlayerBuildableClassChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerBuildableClassChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerBuildingMaterialChanged
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnPlayerBuildingMaterialChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerBuildingMaterialChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerCanDBNOReviveChanged
// (Final, Native, Private)
// Parameters:
// bool                                    bCanDBNORevive                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnPlayerCanDBNOReviveChanged(bool bCanDBNORevive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerCanDBNOReviveChanged");

	Params::FortBroadcastRemoteClientInfo_OnPlayerCanDBNOReviveChanged Parms{};

	Parms.bCanDBNORevive = bCanDBNORevive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerEditPreviewChanged
// (Final, Native, Private)
// Parameters:
// class ABuildingSMActor*                 EditedActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnPlayerEditPreviewChanged(class ABuildingSMActor* EditedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerEditPreviewChanged");

	Params::FortBroadcastRemoteClientInfo_OnPlayerEditPreviewChanged Parms{};

	Parms.EditedActor = EditedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerFullScreenMapActiveChanged
// (Final, Native, Private)
// Parameters:
// bool                                    bFullscreenMapActive                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnPlayerFullScreenMapActiveChanged(bool bFullscreenMapActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerFullScreenMapActiveChanged");

	Params::FortBroadcastRemoteClientInfo_OnPlayerFullScreenMapActiveChanged Parms{};

	Parms.bFullscreenMapActive = bFullscreenMapActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerInteractLongUseChanged
// (Final, Native, Private)
// Parameters:
// bool                                    bInteracting                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnPlayerInteractLongUseChanged(bool bInteracting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerInteractLongUseChanged");

	Params::FortBroadcastRemoteClientInfo_OnPlayerInteractLongUseChanged Parms{};

	Parms.bInteracting = bInteracting;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnPlayerInventoryActiveChanged
// (Final, Native, Private)
// Parameters:
// bool                                    bInventoryActive                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnPlayerInventoryActiveChanged(bool bInventoryActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnPlayerInventoryActiveChanged");

	Params::FortBroadcastRemoteClientInfo_OnPlayerInventoryActiveChanged Parms{};

	Parms.bInventoryActive = bInventoryActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_bActive
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_bActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_bActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteBuildableClass
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteBuildableClass()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteBuildableClass");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteBuildingMaterial
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteBuildingMaterial()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteBuildingMaterial");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteCanDBNORevive
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteCanDBNORevive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteCanDBNORevive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteChatEntry
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteChatEntry()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteChatEntry");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteEditActor
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteEditActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteEditActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteEditTileData
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteEditTileData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteEditTileData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteIsFullScreenMapActive
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteIsFullScreenMapActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteIsFullScreenMapActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteIsInteracting
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteIsInteracting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteIsInteracting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteIsInventoryActive
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteIsInventoryActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteIsInventoryActive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteRespawnTime
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteRespawnTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteRespawnTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnRep_RemoteWeakspotData
// (Final, Native, Private)

void AFortBroadcastRemoteClientInfo::OnRep_RemoteWeakspotData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnRep_RemoteWeakspotData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnServerPlayerDamagedResourceBuilding
// (Final, Native, Private)
// Parameters:
// class ABuildingSMActor*                 BuildingSMActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortResourceType                       PotentialResourceType                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PotentialResourceCount                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDestroyed                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bJustHitWeakspot                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnServerPlayerDamagedResourceBuilding(class ABuildingSMActor* BuildingSMActor, EFortResourceType PotentialResourceType, int32 PotentialResourceCount, bool bDestroyed, bool bJustHitWeakspot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnServerPlayerDamagedResourceBuilding");

	Params::FortBroadcastRemoteClientInfo_OnServerPlayerDamagedResourceBuilding Parms{};

	Parms.BuildingSMActor = BuildingSMActor;
	Parms.PotentialResourceType = PotentialResourceType;
	Parms.PotentialResourceCount = PotentialResourceCount;
	Parms.bDestroyed = bDestroyed;
	Parms.bJustHitWeakspot = bJustHitWeakspot;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnServerPlayerEditActorChanged
// (Final, Native, Private)
// Parameters:
// class ABuildingSMActor*                 EditActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnServerPlayerEditActorChanged(class ABuildingSMActor* EditActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnServerPlayerEditActorChanged");

	Params::FortBroadcastRemoteClientInfo_OnServerPlayerEditActorChanged Parms{};

	Parms.EditActor = EditActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnServerPlayerQuickChatEntryChanged
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAthenaQuickChatActiveEntry      ChatEntry                                              (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnServerPlayerQuickChatEntryChanged(const struct FAthenaQuickChatActiveEntry& ChatEntry)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnServerPlayerQuickChatEntryChanged");

	Params::FortBroadcastRemoteClientInfo_OnServerPlayerQuickChatEntryChanged Parms{};

	Parms.ChatEntry = std::move(ChatEntry);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnServerPlayerWeakspotSpawned
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FBuildingWeakSpotData            WeakspotData                                           (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnServerPlayerWeakspotSpawned(struct FBuildingWeakSpotData* WeakspotData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnServerPlayerWeakspotSpawned");

	Params::FortBroadcastRemoteClientInfo_OnServerPlayerWeakspotSpawned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WeakspotData != nullptr)
		*WeakspotData = std::move(Parms.WeakspotData);
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.OnServerRespawnTimeChanged
// (Final, Native, Private)
// Parameters:
// float                                   InRespawnTime                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::OnServerRespawnTimeChanged(float InRespawnTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "OnServerRespawnTimeChanged");

	Params::FortBroadcastRemoteClientInfo_OnServerRespawnTimeChanged Parms{};

	Parms.InRespawnTime = InRespawnTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerBuildableClass
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// TSubclassOf<class ABuildingSMActor>     BuildableClass                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerBuildableClass(TSubclassOf<class ABuildingSMActor> BuildableClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerBuildableClass");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerBuildableClass Parms{};

	Parms.BuildableClass = BuildableClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerBuildingMaterial
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// EFortResourceType                       Material                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerBuildingMaterial(EFortResourceType Material)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerBuildingMaterial");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerBuildingMaterial Parms{};

	Parms.Material = Material;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerCanDBNORevive
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bCanDBNORevive                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerCanDBNORevive(bool bCanDBNORevive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerCanDBNORevive");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerCanDBNORevive Parms{};

	Parms.bCanDBNORevive = bCanDBNORevive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerEditTileData
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// TArray<int32>                           EditTileData                                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerEditTileData(const TArray<int32>& EditTileData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerEditTileData");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerEditTileData Parms{};

	Parms.EditTileData = std::move(EditTileData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerFullScreenMapActive
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bFullscreenMapActive                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerFullScreenMapActive(bool bFullscreenMapActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerFullScreenMapActive");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerFullScreenMapActive Parms{};

	Parms.bFullscreenMapActive = bFullscreenMapActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerInteracting
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bInteracting                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerInteracting(bool bInteracting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerInteracting");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerInteracting Parms{};

	Parms.bInteracting = bInteracting;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastRemoteClientInfo.ServerSetPlayerInventoryActive
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// bool                                    bInventorypActive                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastRemoteClientInfo::ServerSetPlayerInventoryActive(bool bInventorypActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastRemoteClientInfo", "ServerSetPlayerInventoryActive");

	Params::FortBroadcastRemoteClientInfo_ServerSetPlayerInventoryActive Parms{};

	Parms.bInventorypActive = bInventorypActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastSpectatorInfo.HandleGamePhaseChanged
// (Final, Native, Private)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastSpectatorInfo::HandleGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastSpectatorInfo", "HandleGamePhaseChanged");

	Params::FortBroadcastSpectatorInfo_HandleGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastSpectatorInfo.HandleInventoryResourceCountChanged
// (Final, Native, Private)
// Parameters:
// class AFortInventory*                   Inventory                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortBroadcastSpectatorInfo::HandleInventoryResourceCountChanged(class AFortInventory* Inventory)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastSpectatorInfo", "HandleInventoryResourceCountChanged");

	Params::FortBroadcastSpectatorInfo_HandleInventoryResourceCountChanged Parms{};

	Parms.Inventory = Inventory;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastSpectatorInfo.HandleTeamInfosSet
// (Final, Native, Private)

void AFortBroadcastSpectatorInfo::HandleTeamInfosSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastSpectatorInfo", "HandleTeamInfosSet");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortBroadcastSpectatorInfo.OnRep_PerPlayerInfo
// (Final, Native, Private)

void AFortBroadcastSpectatorInfo::OnRep_PerPlayerInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBroadcastSpectatorInfo", "OnRep_PerPlayerInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.IsValidNetID
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsValidNetID(const struct FUniqueNetIdRepl& UniqueNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPartyContext", "IsValidNetID");

	Params::FortPartyContext_IsValidNetID Parms{};

	Parms.UniqueNetId = std::move(UniqueNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.AcceptMcpFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::AcceptMcpFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "AcceptMcpFriendRequest");

	Params::FortPartyContext_AcceptMcpFriendRequest Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortPartyContext.AthenaPartyMemberReadyTypeChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaPartyMemberReadyType             MemberReadyType                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::AthenaPartyMemberReadyTypeChanged__DelegateSignature(const struct FUniqueNetIdRepl& UniqueId, EAthenaPartyMemberReadyType MemberReadyType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "AthenaPartyMemberReadyTypeChanged__DelegateSignature");

	Params::FortPartyContext_AthenaPartyMemberReadyTypeChanged__DelegateSignature Parms{};

	Parms.UniqueId = std::move(UniqueId);
	Parms.MemberReadyType = MemberReadyType;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPartyContext.CanBeInvitedNetID
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::CanBeInvitedNetID(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "CanBeInvitedNetID");

	Params::FortPartyContext_CanBeInvitedNetID Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalTeamTeamMemberInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 TeamMemberState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTeamMemberInfo              TeamMemberInfo                                         (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::GetLocalTeamTeamMemberInfo(class AFortPlayerState* TeamMemberState, struct FFortTeamMemberInfo* TeamMemberInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalTeamTeamMemberInfo");

	Params::FortPartyContext_GetLocalTeamTeamMemberInfo Parms{};

	Parms.TeamMemberState = TeamMemberState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (TeamMemberInfo != nullptr)
		*TeamMemberInfo = std::move(Parms.TeamMemberInfo);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetPartyPrivacySetting
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EPartyType                              OutPartyType                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OutLeaderFriendsOnly                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OutLeaderInvitesOnly                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::GetPartyPrivacySetting(EPartyType* OutPartyType, bool* OutLeaderFriendsOnly, bool* OutLeaderInvitesOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetPartyPrivacySetting");

	Params::FortPartyContext_GetPartyPrivacySetting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPartyType != nullptr)
		*OutPartyType = Parms.OutPartyType;

	if (OutLeaderFriendsOnly != nullptr)
		*OutLeaderFriendsOnly = Parms.OutLeaderFriendsOnly;

	if (OutLeaderInvitesOnly != nullptr)
		*OutLeaderInvitesOnly = Parms.OutLeaderInvitesOnly;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.LeaveAction
// (Final, Native, Public, BlueprintCallable)

void UFortPartyContext::LeaveAction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "LeaveAction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.LeaveParty
// (Final, Native, Public, BlueprintCallable)

void UFortPartyContext::LeaveParty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "LeaveParty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortPartyContext.OnClientPartyStateChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// EFortPartyState                         PartyState                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnClientPartyStateChanged__DelegateSignature(EFortPartyState PartyState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnClientPartyStateChanged__DelegateSignature");

	Params::FortPartyContext_OnClientPartyStateChanged__DelegateSignature Parms{};

	Parms.PartyState = PartyState;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnCrossplayPreferenceChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortPartyContext::OnCrossplayPreferenceChanged__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnCrossplayPreferenceChanged__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// DelegateFunction FortniteGame.FortPartyContext.OnFriendsCountChangedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// int32                                   ActiveFriendsCount                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnFriendsCountChangedDelegate__DelegateSignature(int32 ActiveFriendsCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnFriendsCountChangedDelegate__DelegateSignature");

	Params::FortPartyContext_OnFriendsCountChangedDelegate__DelegateSignature Parms{};

	Parms.ActiveFriendsCount = ActiveFriendsCount;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnLFGChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// bool                                    bLFG                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnLFGChanged__DelegateSignature(bool bLFG)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnLFGChanged__DelegateSignature");

	Params::FortPartyContext_OnLFGChanged__DelegateSignature Parms{};

	Parms.bLFG = bLFG;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnNumAliveChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumAlive                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnNumAliveChanged__DelegateSignature(const struct FUniqueNetIdRepl& UniqueId, int32 NumAlive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnNumAliveChanged__DelegateSignature");

	Params::FortPartyContext_OnNumAliveChanged__DelegateSignature Parms{};

	Parms.UniqueId = std::move(UniqueId);
	Parms.NumAlive = NumAlive;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPartyInvitesCountUpdatedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// int32                                   PartyInvitesCount                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnPartyInvitesCountUpdatedDelegate__DelegateSignature(int32 PartyInvitesCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPartyInvitesCountUpdatedDelegate__DelegateSignature");

	Params::FortPartyContext_OnPartyInvitesCountUpdatedDelegate__DelegateSignature Parms{};

	Parms.PartyInvitesCount = PartyInvitesCount;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPartyJoinedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortPartyContext::OnPartyJoinedDelegate__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPartyJoinedDelegate__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPartyJoinRequested__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortPartyContext::OnPartyJoinRequested__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPartyJoinRequested__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPartyLeftDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortPartyContext::OnPartyLeftDelegate__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPartyLeftDelegate__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPartyTypeChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// EPartyType                              PartyType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnPartyTypeChanged__DelegateSignature(EPartyType PartyType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPartyTypeChanged__DelegateSignature");

	Params::FortPartyContext_OnPartyTypeChanged__DelegateSignature Parms{};

	Parms.PartyType = PartyType;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnPlayerStateChangedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// struct FFortTeamMemberInfo              PlayerInfo                                             (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::OnPlayerStateChangedDelegate__DelegateSignature(const struct FFortTeamMemberInfo& PlayerInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnPlayerStateChangedDelegate__DelegateSignature");

	Params::FortPartyContext_OnPlayerStateChangedDelegate__DelegateSignature Parms{};

	Parms.PlayerInfo = std::move(PlayerInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortPartyContext.OnTimeSpentInMatchChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Mins                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             Seconds                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortPartyContext::OnTimeSpentInMatchChanged__DelegateSignature(const struct FUniqueNetIdRepl& UniqueId, const class FText& Mins, const class FText& Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "OnTimeSpentInMatchChanged__DelegateSignature");

	Params::FortPartyContext_OnTimeSpentInMatchChanged__DelegateSignature Parms{};

	Parms.UniqueId = std::move(UniqueId);
	Parms.Mins = std::move(Mins);
	Parms.Seconds = std::move(Seconds);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPartyContext.ProcessPendingChangedMemberInfos
// (Final, Native, Private)

void UFortPartyContext::ProcessPendingChangedMemberInfos()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ProcessPendingChangedMemberInfos");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SendConsoleFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SendConsoleFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SendConsoleFriendRequest");

	Params::FortPartyContext_SendConsoleFriendRequest Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SendMcpFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SendMcpFriendRequest(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SendMcpFriendRequest");

	Params::FortPartyContext_SendMcpFriendRequest Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SendPartyInviteNetID
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SendPartyInviteNetID(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SendPartyInviteNetID");

	Params::FortPartyContext_SendPartyInviteNetID Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SendTeamMemberFriendRequest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortTeamMemberInfo              TeamMemberInfo                                         (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SendTeamMemberFriendRequest(const struct FFortTeamMemberInfo& TeamMemberInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SendTeamMemberFriendRequest");

	Params::FortPartyContext_SendTeamMemberFriendRequest Parms{};

	Parms.TeamMemberInfo = std::move(TeamMemberInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SetLocalPartyMemberEmoting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMontageItemDefinitionBase*   EmoteAsset                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SetLocalPartyMemberEmoting(const class UFortMontageItemDefinitionBase* EmoteAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SetLocalPartyMemberEmoting");

	Params::FortPartyContext_SetLocalPartyMemberEmoting Parms{};

	Parms.EmoteAsset = EmoteAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SetLocalPartyMemberLocation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortPartyMemberLocation                Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SetLocalPartyMemberLocation(EFortPartyMemberLocation Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SetLocalPartyMemberLocation");

	Params::FortPartyContext_SetLocalPartyMemberLocation Parms{};

	Parms.Location = Location;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SetLocalPlayerLFG
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInLFG                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SetLocalPlayerLFG(bool bInLFG)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SetLocalPlayerLFG");

	Params::FortPartyContext_SetLocalPlayerLFG Parms{};

	Parms.bInLFG = bInLFG;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SetMcpPartyInvitesEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SetMcpPartyInvitesEnabled(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SetMcpPartyInvitesEnabled");

	Params::FortPartyContext_SetMcpPartyInvitesEnabled Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.SetPartyPrivacySetting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EPartyType                              PartyType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLeaderFriendsOnly                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLeaderInvitesOnly                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::SetPartyPrivacySetting(EPartyType PartyType, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "SetPartyPrivacySetting");

	Params::FortPartyContext_SetPartyPrivacySetting Parms{};

	Parms.PartyType = PartyType;
	Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
	Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.ShowCrossplaySelectionDialog
// (Final, Native, Public, BlueprintCallable)

void UFortPartyContext::ShowCrossplaySelectionDialog()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShowCrossplaySelectionDialog");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.ShowExternalFriendsUI
// (Final, Native, Public, BlueprintCallable)

void UFortPartyContext::ShowExternalFriendsUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShowExternalFriendsUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.ShowExternalProfile
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FUniqueNetIdRepl                 ProfileToShow                                          (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::ShowExternalProfile(const struct FUniqueNetIdRepl& ProfileToShow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShowExternalProfile");

	Params::FortPartyContext_ShowExternalProfile Parms{};

	Parms.ProfileToShow = std::move(ProfileToShow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.ShowLocalPlayerExternalProfile
// (Final, Native, Public, BlueprintCallable)

void UFortPartyContext::ShowLocalPlayerExternalProfile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShowLocalPlayerExternalProfile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyContext.CanShowExternalProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           TargetPlatform                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::CanShowExternalProfile(const class FString& TargetPlatform) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "CanShowExternalProfile");

	Params::FortPartyContext_CanShowExternalProfile Parms{};

	Parms.TargetPlatform = std::move(TargetPlatform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetAthenaPartyMemberReadyText
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortPartyContext::GetAthenaPartyMemberReadyText(const struct FUniqueNetIdRepl& MemberId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetAthenaPartyMemberReadyText");

	Params::FortPartyContext_GetAthenaPartyMemberReadyText Parms{};

	Parms.MemberId = std::move(MemberId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetAthenaPartyMemberReadyType
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaPartyMemberReadyType             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAthenaPartyMemberReadyType UFortPartyContext::GetAthenaPartyMemberReadyType(const struct FUniqueNetIdRepl& MemberId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetAthenaPartyMemberReadyType");

	Params::FortPartyContext_GetAthenaPartyMemberReadyType Parms{};

	Parms.MemberId = std::move(MemberId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetConsoleFriendRequestStatusForPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFriendRequestStatus                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortFriendRequestStatus UFortPartyContext::GetConsoleFriendRequestStatusForPlayer(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetConsoleFriendRequestStatusForPlayer");

	Params::FortPartyContext_GetConsoleFriendRequestStatusForPlayer Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetCurrentPartyMaxSize
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPartyContext::GetCurrentPartyMaxSize() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetCurrentPartyMaxSize");

	Params::FortPartyContext_GetCurrentPartyMaxSize Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetFriendRequestStatusForTeamMember
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTeamMemberInfo              TeamMemberInfo                                         (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 UniqueIdUsed                                           (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsMcpId                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFriendRequestStatus                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortFriendRequestStatus UFortPartyContext::GetFriendRequestStatusForTeamMember(const struct FFortTeamMemberInfo& TeamMemberInfo, struct FUniqueNetIdRepl* UniqueIdUsed, bool* bIsMcpId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetFriendRequestStatusForTeamMember");

	Params::FortPartyContext_GetFriendRequestStatusForTeamMember Parms{};

	Parms.TeamMemberInfo = std::move(TeamMemberInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (UniqueIdUsed != nullptr)
		*UniqueIdUsed = std::move(Parms.UniqueIdUsed);

	if (bIsMcpId != nullptr)
		*bIsMcpId = Parms.bIsMcpId;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalPartyMemberLocation
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortPartyMemberLocation                Location                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::GetLocalPartyMemberLocation(EFortPartyMemberLocation* Location) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalPartyMemberLocation");

	Params::FortPartyContext_GetLocalPartyMemberLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Location != nullptr)
		*Location = Parms.Location;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalPartyProgression
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortPartyState                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortPartyState UFortPartyContext::GetLocalPartyProgression() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalPartyProgression");

	Params::FortPartyContext_GetLocalPartyProgression Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalPlayerDisplayName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortPartyContext::GetLocalPlayerDisplayName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerDisplayName");

	Params::FortPartyContext_GetLocalPlayerDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalPlayerTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortUITeamInfo*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortUITeamInfo* UFortPartyContext::GetLocalPlayerTeam() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeam");

	Params::FortPartyContext_GetLocalPlayerTeam Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetLocalPlayerTeamMemberInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTeamMemberInfo              LocalPlayerInfo                                        (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPartyContext::GetLocalPlayerTeamMemberInfo(struct FFortTeamMemberInfo* LocalPlayerInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetLocalPlayerTeamMemberInfo");

	Params::FortPartyContext_GetLocalPlayerTeamMemberInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LocalPlayerInfo != nullptr)
		*LocalPlayerInfo = std::move(Parms.LocalPlayerInfo);
}


// Function FortniteGame.FortPartyContext.GetMaxTeamSizeForSelectedTheater
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPartyContext::GetMaxTeamSizeForSelectedTheater() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetMaxTeamSizeForSelectedTheater");

	Params::FortPartyContext_GetMaxTeamSizeForSelectedTheater Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetMcpFriendRequestStatusForPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFriendRequestStatus                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortFriendRequestStatus UFortPartyContext::GetMcpFriendRequestStatusForPlayer(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetMcpFriendRequestStatusForPlayer");

	Params::FortPartyContext_GetMcpFriendRequestStatusForPlayer Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetNumPlayersInLocalParty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPartyContext::GetNumPlayersInLocalParty() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetNumPlayersInLocalParty");

	Params::FortPartyContext_GetNumPlayersInLocalParty Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetPartyMemberDisplayState
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTeamMemberInfo              PartyMemberInfo                                        (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPartyMemberDisplayState            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortPartyMemberDisplayState UFortPartyContext::GetPartyMemberDisplayState(const struct FFortTeamMemberInfo& PartyMemberInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetPartyMemberDisplayState");

	Params::FortPartyContext_GetPartyMemberDisplayState Parms{};

	Parms.PartyMemberInfo = std::move(PartyMemberInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetPartyMemberInputType
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECommonInputType                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ECommonInputType UFortPartyContext::GetPartyMemberInputType(const struct FUniqueNetIdRepl& MemberId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetPartyMemberInputType");

	Params::FortPartyContext_GetPartyMemberInputType Parms{};

	Parms.MemberId = std::move(MemberId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.GetPartyMemberLocation
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortPartyMemberLocation                LocationOut                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::GetPartyMemberLocation(const struct FUniqueNetIdRepl& MemberId, EFortPartyMemberLocation* LocationOut) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "GetPartyMemberLocation");

	Params::FortPartyContext_GetPartyMemberLocation Parms{};

	Parms.MemberId = std::move(MemberId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (LocationOut != nullptr)
		*LocationOut = Parms.LocationOut;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.HasPendingMcpPartyInvitation
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::HasPendingMcpPartyInvitation(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "HasPendingMcpPartyInvitation");

	Params::FortPartyContext_HasPendingMcpPartyInvitation Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsEntirePartyInFrontEnd
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsEntirePartyInFrontEnd() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsEntirePartyInFrontEnd");

	Params::FortPartyContext_IsEntirePartyInFrontEnd Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsInLocalPlayersParty
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsInLocalPlayersParty(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsInLocalPlayersParty");

	Params::FortPartyContext_IsInLocalPlayersParty Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsLocalPlayerInParty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsLocalPlayerInParty() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerInParty");

	Params::FortPartyContext_IsLocalPlayerInParty Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsLocalPlayerLFG
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsLocalPlayerLFG() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerLFG");

	Params::FortPartyContext_IsLocalPlayerLFG Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsLocalPlayerPartyLeader
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsLocalPlayerPartyLeader() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsLocalPlayerPartyLeader");

	Params::FortPartyContext_IsLocalPlayerPartyLeader Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsNetIdFromLocalPlayersPlatform
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsNetIdFromLocalPlayersPlatform(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsNetIdFromLocalPlayersPlatform");

	Params::FortPartyContext_IsNetIdFromLocalPlayersPlatform Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsPlayerInOurParty
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerIdToCheck                                        (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsPlayerInOurParty(const struct FUniqueNetIdRepl& PlayerIdToCheck) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsPlayerInOurParty");

	Params::FortPartyContext_IsPlayerInOurParty Parms{};

	Parms.PlayerIdToCheck = std::move(PlayerIdToCheck);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.IsTeamMemberFriend
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortTeamMemberInfo              TeamMemberInfo                                         (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::IsTeamMemberFriend(const struct FFortTeamMemberInfo& TeamMemberInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "IsTeamMemberFriend");

	Params::FortPartyContext_IsTeamMemberFriend Parms{};

	Parms.TeamMemberInfo = std::move(TeamMemberInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.ShouldMcpPartyInvitesBeEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::ShouldMcpPartyInvitesBeEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShouldMcpPartyInvitesBeEnabled");

	Params::FortPartyContext_ShouldMcpPartyInvitesBeEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.ShouldShowCrossplayWarningDialog
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::ShouldShowCrossplayWarningDialog() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShouldShowCrossplayWarningDialog");

	Params::FortPartyContext_ShouldShowCrossplayWarningDialog Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.ShouldShowExternalFriendsUI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::ShouldShowExternalFriendsUI() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShouldShowExternalFriendsUI");

	Params::FortPartyContext_ShouldShowExternalFriendsUI Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyContext.ShouldShowMainMenuFriendsListButton
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPartyContext::ShouldShowMainMenuFriendsListButton() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyContext", "ShouldShowMainMenuFriendsListButton");

	Params::FortPartyContext_ShouldShowMainMenuFriendsListButton Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPoiVolume.ContainsLocationTag
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPoiVolume::ContainsLocationTag(const struct FGameplayTag& Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPoiVolume", "ContainsLocationTag");

	Params::FortPoiVolume_ContainsLocationTag Parms{};

	Parms.Tag = std::move(Tag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPoiVolume.DoesShapeComponentOverlap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UShapeComponent*                  Shape                                                  (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPoiVolume::DoesShapeComponentOverlap(class UShapeComponent* Shape)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPoiVolume", "DoesShapeComponentOverlap");

	Params::FortPoiVolume_DoesShapeComponentOverlap Parms{};

	Parms.Shape = Shape;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortProjectile_MOBATurret.OnHomingTargetDied
// (Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortProjectile_MOBATurret::OnHomingTargetDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectile_MOBATurret", "OnHomingTargetDied");

	Params::FortProjectile_MOBATurret_OnHomingTargetDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortNiagaraGameplayLibrary.SpawnEmitterAttached
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortNiagaraCascadeSystemPair    NiagaraCascadeSystemPair                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class USceneComponent*                  AttachToComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             AttachPointName                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          Scale                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAttachLocation                         LocationType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAutoDestroy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EPSCPoolMethod                          PoolingMethod                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortNiagaraCascadeProxyComponent*ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortNiagaraCascadeProxyComponent* UFortNiagaraGameplayLibrary::SpawnEmitterAttached(const struct FFortNiagaraCascadeSystemPair& NiagaraCascadeSystemPair, class USceneComponent* AttachToComponent, class FName AttachPointName, const struct FVector& Location, const struct FRotator& Rotation, const struct FVector& Scale, EAttachLocation LocationType, bool bAutoDestroy, EPSCPoolMethod PoolingMethod)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortNiagaraGameplayLibrary", "SpawnEmitterAttached");

	Params::FortNiagaraGameplayLibrary_SpawnEmitterAttached Parms{};

	Parms.NiagaraCascadeSystemPair = std::move(NiagaraCascadeSystemPair);
	Parms.AttachToComponent = AttachToComponent;
	Parms.AttachPointName = AttachPointName;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);
	Parms.Scale = std::move(Scale);
	Parms.LocationType = LocationType;
	Parms.bAutoDestroy = bAutoDestroy;
	Parms.PoolingMethod = PoolingMethod;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBuildingTrapSet.OnRep_Durability
// (Final, Native, Public)

void UFortBuildingTrapSet::OnRep_Durability()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingTrapSet", "OnRep_Durability");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCameraBase.Exhibit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortExhibitActor*                TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCameraBase::Exhibit(class AFortExhibitActor* TargetActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCameraBase", "Exhibit");

	Params::FortCameraBase_Exhibit Parms{};

	Parms.TargetActor = TargetActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCameraBase.OnActivated
// (Event, Public, BlueprintEvent)

void AFortCameraBase::OnActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCameraBase", "OnActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortCameraBase.OnDeactivated
// (Event, Public, BlueprintEvent)

void AFortCameraBase::OnDeactivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCameraBase", "OnDeactivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortCameraBase.OnDragBegin
// (Event, Public, BlueprintEvent)

void AFortCameraBase::OnDragBegin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCameraBase", "OnDragBegin");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortCameraBase.OnDragEnd
// (Event, Public, BlueprintEvent)

void AFortCameraBase::OnDragEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCameraBase", "OnDragEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortToggledCursorModeParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledCursorMode                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InCursorMode                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledCursorModeParams::BreakParams(class AFortPlayerController** _PlayerThatToggledCursorMode, bool* InCursorMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledCursorModeParams", "BreakParams");

	Params::FortToggledCursorModeParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_PlayerThatToggledCursorMode != nullptr)
		*_PlayerThatToggledCursorMode = Parms._PlayerThatToggledCursorMode;

	if (InCursorMode != nullptr)
		*InCursorMode = Parms.InCursorMode;
}


// Function FortniteGame.FortToggledCursorModeParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledCursorMode                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InCursorMode                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortToggledCursorModeParams*     ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledCursorModeParams::SetParams(class AFortPlayerController* _PlayerThatToggledCursorMode, bool InCursorMode, class UFortToggledCursorModeParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledCursorModeParams", "SetParams");

	Params::FortToggledCursorModeParams_SetParams Parms{};

	Parms._PlayerThatToggledCursorMode = _PlayerThatToggledCursorMode;
	Parms.InCursorMode = InCursorMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortUICameraFrameTargetInterface.GetZoomedInCameraFramingSettings
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// struct FFortUICameraFrameTargetSettings ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetSettings IFortUICameraFrameTargetInterface::GetZoomedInCameraFramingSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUICameraFrameTargetInterface", "GetZoomedInCameraFramingSettings");

	Params::FortUICameraFrameTargetInterface_GetZoomedInCameraFramingSettings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFrameTargetInterface.GetZoomedOutCameraFramingSettings
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// struct FFortUICameraFrameTargetSettings ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetSettings IFortUICameraFrameTargetInterface::GetZoomedOutCameraFramingSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUICameraFrameTargetInterface", "GetZoomedOutCameraFramingSettings");

	Params::FortUICameraFrameTargetInterface_GetZoomedOutCameraFramingSettings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFrameTargetInterface.SetFrameTargetSettingsChangedDelegate
// (Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TDelegate<void(TScriptInterface<class IFortUICameraFrameTargetInterface> Object)>Delegate                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void IFortUICameraFrameTargetInterface::SetFrameTargetSettingsChangedDelegate(const TDelegate<void(TScriptInterface<class IFortUICameraFrameTargetInterface> Object)>& Delegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUICameraFrameTargetInterface", "SetFrameTargetSettingsChangedDelegate");

	Params::FortUICameraFrameTargetInterface_SetFrameTargetSettingsChangedDelegate Parms{};

	Parms.Delegate = Delegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUICameraFramingFunctionLibrary.CalculateActorBoundsForCameraFraming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortUICameraFrameTargetBounds   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetBounds UFortUICameraFramingFunctionLibrary::CalculateActorBoundsForCameraFraming(const class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortUICameraFramingFunctionLibrary", "CalculateActorBoundsForCameraFraming");

	Params::FortUICameraFramingFunctionLibrary_CalculateActorBoundsForCameraFraming Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFramingFunctionLibrary.CalculateCharacterBoundsForCameraFraming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortUICameraFrameTargetBounds   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetBounds UFortUICameraFramingFunctionLibrary::CalculateCharacterBoundsForCameraFraming(const class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortUICameraFramingFunctionLibrary", "CalculateCharacterBoundsForCameraFraming");

	Params::FortUICameraFramingFunctionLibrary_CalculateCharacterBoundsForCameraFraming Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFramingFunctionLibrary.CalculateCharacterCapsuleForCameraFraming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ACharacter*                       Character                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortUICameraFrameTargetBounds   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetBounds UFortUICameraFramingFunctionLibrary::CalculateCharacterCapsuleForCameraFraming(const class ACharacter* Character)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortUICameraFramingFunctionLibrary", "CalculateCharacterCapsuleForCameraFraming");

	Params::FortUICameraFramingFunctionLibrary_CalculateCharacterCapsuleForCameraFraming Parms{};

	Parms.Character = Character;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFramingFunctionLibrary.CalculateComponentBoundsForCameraFraming
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class USceneComponent*                  ParentComponent                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIncludePSCs                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortUICameraFrameTargetBounds   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetBounds UFortUICameraFramingFunctionLibrary::CalculateComponentBoundsForCameraFraming(const class USceneComponent* ParentComponent, const bool bIncludePSCs)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortUICameraFramingFunctionLibrary", "CalculateComponentBoundsForCameraFraming");

	Params::FortUICameraFramingFunctionLibrary_CalculateComponentBoundsForCameraFraming Parms{};

	Parms.ParentComponent = ParentComponent;
	Parms.bIncludePSCs = bIncludePSCs;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUICameraFramingFunctionLibrary.CalculateComponentSetBoundsForCameraFraming
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TSet<class USceneComponent*>            Components                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FFortUICameraFrameTargetBounds   ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortUICameraFrameTargetBounds UFortUICameraFramingFunctionLibrary::CalculateComponentSetBoundsForCameraFraming(const TSet<class USceneComponent*>& Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortUICameraFramingFunctionLibrary", "CalculateComponentSetBoundsForCameraFraming");

	Params::FortUICameraFramingFunctionLibrary_CalculateComponentSetBoundsForCameraFraming Parms{};

	Parms.Components = std::move(Components);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionFailedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission*                     _FailedMission                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionFailedParams::BreakParams(class AFortMission** _FailedMission)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionFailedParams", "BreakParams");

	Params::FortMissionFailedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_FailedMission != nullptr)
		*_FailedMission = Parms._FailedMission;
}


// Function FortniteGame.FortMissionFailedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     _FailedMission                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionFailedParams*         ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionFailedParams::SetParams(class AFortMission* _FailedMission, class UFortMissionFailedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionFailedParams", "SetParams");

	Params::FortMissionFailedParams_SetParams Parms{};

	Parms._FailedMission = _FailedMission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerControllerKeep.ClientSetPermaniteAvailability
// (Final, Net, NetReliable, Native, Event, Private, NetClient)
// Parameters:
// bool                                    bAvailable                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerKeep::ClientSetPermaniteAvailability(bool bAvailable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "ClientSetPermaniteAvailability");

	Params::FortPlayerControllerKeep_ClientSetPermaniteAvailability Parms{};

	Parms.bAvailable = bAvailable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.ClientUnloadFoundations
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerKeep::ClientUnloadFoundations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "ClientUnloadFoundations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.DumpItemData
// (Final, Exec, Native, Public)

void AFortPlayerControllerKeep::DumpItemData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "DumpItemData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.ResetContainers
// (Final, Exec, Native, Public)

void AFortPlayerControllerKeep::ResetContainers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "ResetContainers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.RestoreContainers
// (Final, Exec, Native, Public)

void AFortPlayerControllerKeep::RestoreContainers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "RestoreContainers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.SetPermaniteAvailability
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bAvailable                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerKeep::SetPermaniteAvailability(bool bAvailable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "SetPermaniteAvailability");

	Params::FortPlayerControllerKeep_SetPermaniteAvailability Parms{};

	Parms.bAvailable = bAvailable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.StreamInStuff
// (Final, Exec, Native, Public)

void AFortPlayerControllerKeep::StreamInStuff()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "StreamInStuff");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerKeep.StreamOutStuff
// (Final, Exec, Native, Public)

void AFortPlayerControllerKeep::StreamOutStuff()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerKeep", "StreamOutStuff");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetCommanderHero
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHero* UFortCampaignHeroLoadoutItem::GetCommanderHero() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetCommanderHero");

	Params::FortCampaignHeroLoadoutItem_GetCommanderHero Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetGadgetDefinitionBySlotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SlotIndex                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortGadgetItemDefinition*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGadgetItemDefinition* UFortCampaignHeroLoadoutItem::GetGadgetDefinitionBySlotIndex(const int32 SlotIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetGadgetDefinitionBySlotIndex");

	Params::FortCampaignHeroLoadoutItem_GetGadgetDefinitionBySlotIndex Parms{};

	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetHeroBySlotName
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SlotName                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHero*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHero* UFortCampaignHeroLoadoutItem::GetHeroBySlotName(const class FName& SlotName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetHeroBySlotName");

	Params::FortCampaignHeroLoadoutItem_GetHeroBySlotName Parms{};

	Parms.SlotName = SlotName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetHeroes
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortHero*>                OutHeroes                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCampaignHeroLoadoutItem::GetHeroes(TArray<class UFortHero*>* OutHeroes) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetHeroes");

	Params::FortCampaignHeroLoadoutItem_GetHeroes Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHeroes != nullptr)
		*OutHeroes = std::move(Parms.OutHeroes);
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetHeroesBySlotTag
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class UFortHero*>                OutHeroes                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCampaignHeroLoadoutItem::GetHeroesBySlotTag(const struct FGameplayTagQuery& TagQuery, TArray<class UFortHero*>* OutHeroes) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetHeroesBySlotTag");

	Params::FortCampaignHeroLoadoutItem_GetHeroesBySlotTag Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHeroes != nullptr)
		*OutHeroes = std::move(Parms.OutHeroes);
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetLeaderHero
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHero* UFortCampaignHeroLoadoutItem::GetLeaderHero() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetLeaderHero");

	Params::FortCampaignHeroLoadoutItem_GetLeaderHero Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetLoadoutOrdinal
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCampaignHeroLoadoutItem::GetLoadoutOrdinal() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetLoadoutOrdinal");

	Params::FortCampaignHeroLoadoutItem_GetLoadoutOrdinal Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetSlotNameByHero
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        Hero                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortCampaignHeroLoadoutItem::GetSlotNameByHero(const class UFortHero* Hero) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetSlotNameByHero");

	Params::FortCampaignHeroLoadoutItem_GetSlotNameByHero Parms{};

	Parms.Hero = Hero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetSupportHeroes
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortHero*>                OutHeroes                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCampaignHeroLoadoutItem::GetSupportHeroes(TArray<class UFortHero*>* OutHeroes) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetSupportHeroes");

	Params::FortCampaignHeroLoadoutItem_GetSupportHeroes Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHeroes != nullptr)
		*OutHeroes = std::move(Parms.OutHeroes);
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetSupportHeroesAndSupportSlotIndices
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortHero*>                OutHeroes                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<int32>                           OutSupportSlotIndices                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCampaignHeroLoadoutItem::GetSupportHeroesAndSupportSlotIndices(TArray<class UFortHero*>* OutHeroes, TArray<int32>* OutSupportSlotIndices) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetSupportHeroesAndSupportSlotIndices");

	Params::FortCampaignHeroLoadoutItem_GetSupportHeroesAndSupportSlotIndices Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHeroes != nullptr)
		*OutHeroes = std::move(Parms.OutHeroes);

	if (OutSupportSlotIndices != nullptr)
		*OutSupportSlotIndices = std::move(Parms.OutSupportSlotIndices);
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetTeamLeadPerkActivationLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCampaignHeroLoadoutItem::GetTeamLeadPerkActivationLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetTeamLeadPerkActivationLevel");

	Params::FortCampaignHeroLoadoutItem_GetTeamLeadPerkActivationLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetTeamLeadPerkActivationLevelAndSatisfyingSlotIndices
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<int32>                           OutSatisfyingSlotIndices                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCampaignHeroLoadoutItem::GetTeamLeadPerkActivationLevelAndSatisfyingSlotIndices(TArray<int32>* OutSatisfyingSlotIndices) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetTeamLeadPerkActivationLevelAndSatisfyingSlotIndices");

	Params::FortCampaignHeroLoadoutItem_GetTeamLeadPerkActivationLevelAndSatisfyingSlotIndices Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSatisfyingSlotIndices != nullptr)
		*OutSatisfyingSlotIndices = std::move(Parms.OutSatisfyingSlotIndices);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.GetTeamLeadPerkMaxActivationLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCampaignHeroLoadoutItem::GetTeamLeadPerkMaxActivationLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "GetTeamLeadPerkMaxActivationLevel");

	Params::FortCampaignHeroLoadoutItem_GetTeamLeadPerkMaxActivationLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.IsTeamLeadPerkActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCampaignHeroLoadoutItem::IsTeamLeadPerkActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "IsTeamLeadPerkActive");

	Params::FortCampaignHeroLoadoutItem_IsTeamLeadPerkActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItem.IsTeamLeadPerkProgressive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCampaignHeroLoadoutItem::IsTeamLeadPerkProgressive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItem", "IsTeamLeadPerkProgressive");

	Params::FortCampaignHeroLoadoutItem_IsTeamLeadPerkProgressive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItemDefinition.GetCommanderSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortCrewSlotInformation   ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FFortCrewSlotInformation UFortCampaignHeroLoadoutItemDefinition::GetCommanderSlot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItemDefinition", "GetCommanderSlot");

	Params::FortCampaignHeroLoadoutItemDefinition_GetCommanderSlot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItemDefinition.GetSlotIndexByName
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SlotName                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCampaignHeroLoadoutItemDefinition::GetSlotIndexByName(const class FName& SlotName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItemDefinition", "GetSlotIndexByName");

	Params::FortCampaignHeroLoadoutItemDefinition_GetSlotIndexByName Parms{};

	Parms.SlotName = SlotName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItemDefinition.GetSlots
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FFortCrewSlotInformation>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<struct FFortCrewSlotInformation> UFortCampaignHeroLoadoutItemDefinition::GetSlots() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItemDefinition", "GetSlots");

	Params::FortCampaignHeroLoadoutItemDefinition_GetSlots Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCampaignHeroLoadoutItemDefinition.GetTeamLeadSlot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFortCrewSlotInformation   ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FFortCrewSlotInformation UFortCampaignHeroLoadoutItemDefinition::GetTeamLeadSlot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCampaignHeroLoadoutItemDefinition", "GetTeamLeadSlot");

	Params::FortCampaignHeroLoadoutItemDefinition_GetTeamLeadSlot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItem.GetChoices
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortAccountItemDefinition*>Choices                                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCardPackItem::GetChoices(TArray<class UFortAccountItemDefinition*>* Choices)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItem", "GetChoices");

	Params::FortCardPackItem_GetChoices Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Choices != nullptr)
		*Choices = std::move(Parms.Choices);
}


// Function FortniteGame.FortCardPackItem.CanStoreOpen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCardPackItem::CanStoreOpen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItem", "CanStoreOpen");

	Params::FortCardPackItem_CanStoreOpen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItem.IsChoicePack
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCardPackItem::IsChoicePack() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItem", "IsChoicePack");

	Params::FortCardPackItem_IsChoicePack Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.GetDisplayRarityLevel
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortCardPackItemDefinition::GetDisplayRarityLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "GetDisplayRarityLevel");

	Params::FortCardPackItemDefinition_GetDisplayRarityLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.GetPackColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor UFortCardPackItemDefinition::GetPackColor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "GetPackColor");

	Params::FortCardPackItemDefinition_GetPackColor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.GetPackImage
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UTexture*                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture* UFortCardPackItemDefinition::GetPackImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "GetPackImage");

	Params::FortCardPackItemDefinition_GetPackImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.GetPackPersonality
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPackPersonality*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPackPersonality* UFortCardPackItemDefinition::GetPackPersonality() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "GetPackPersonality");

	Params::FortCardPackItemDefinition_GetPackPersonality Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.GetXRayImage
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSoftObjectPtr<class UTexture2D>        ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UTexture2D> UFortCardPackItemDefinition::GetXRayImage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "GetXRayImage");

	Params::FortCardPackItemDefinition_GetXRayImage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.IsChoicePack
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCardPackItemDefinition::IsChoicePack() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "IsChoicePack");

	Params::FortCardPackItemDefinition_IsChoicePack Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCardPackItemDefinition.IsLlama
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCardPackItemDefinition::IsLlama() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCardPackItemDefinition", "IsLlama");

	Params::FortCardPackItemDefinition_IsLlama Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCarriedObject.OnRep_HolderInfo
// (Native, Protected, HasOutParams)
// Parameters:
// struct FCarriedObjectAttachmentInfo     PreviousInfo                                           (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortCarriedObject::OnRep_HolderInfo(struct FCarriedObjectAttachmentInfo* PreviousInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObject", "OnRep_HolderInfo");

	Params::FortCarriedObject_OnRep_HolderInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (PreviousInfo != nullptr)
		*PreviousInfo = std::move(Parms.PreviousInfo);
}


// Function FortniteGame.FortCarriedObject.ReturnToSpawnPoint
// (Final, Native, Public, BlueprintCallable)

void AFortCarriedObject::ReturnToSpawnPoint()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObject", "ReturnToSpawnPoint");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCarriedObject.GetHoldingActor
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortCarriedObject::GetHoldingActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCarriedObject", "GetHoldingActor");

	Params::FortCarriedObject_GetHoldingActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItem.GetAchievedCount
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   OutTotalAchievedCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutTotalRequiredCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortChallengeBundleItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItem", "GetAchievedCount");

	Params::FortChallengeBundleItem_GetAchievedCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTotalAchievedCount != nullptr)
		*OutTotalAchievedCount = Parms.OutTotalAchievedCount;

	if (OutTotalRequiredCount != nullptr)
		*OutTotalRequiredCount = Parms.OutTotalRequiredCount;
}


// Function FortniteGame.FortChallengeBundleItem.GetChallengeDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortChallengeBundleItemDefinition*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortChallengeBundleItemDefinition* UFortChallengeBundleItem::GetChallengeDefinitionBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItem", "GetChallengeDefinitionBP");

	Params::FortChallengeBundleItem_GetChallengeDefinitionBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItem.GetPercentageComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortChallengeBundleItem::GetPercentageComplete() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItem", "GetPercentageComplete");

	Params::FortChallengeBundleItem_GetPercentageComplete Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItem.GetQuests
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestManager*                QuestManager                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EChallengeBundleQuestVisualStyle        QuestStyle                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItem*>           OwnedQuests                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItemDefinition*> UnownedQuests                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    bGetAllQuestsInChain                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortChallengeBundleItem::GetQuests(class UFortQuestManager* QuestManager, EChallengeBundleQuestVisualStyle QuestStyle, TArray<class UFortQuestItem*>* OwnedQuests, TArray<class UFortQuestItemDefinition*>* UnownedQuests, bool bGetAllQuestsInChain) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItem", "GetQuests");

	Params::FortChallengeBundleItem_GetQuests Parms{};

	Parms.QuestManager = QuestManager;
	Parms.QuestStyle = QuestStyle;
	Parms.bGetAllQuestsInChain = bGetAllQuestsInChain;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OwnedQuests != nullptr)
		*OwnedQuests = std::move(Parms.OwnedQuests);

	if (UnownedQuests != nullptr)
		*UnownedQuests = std::move(Parms.UnownedQuests);
}


// Function FortniteGame.FortChallengeBundleItemDefinition.IsLinearChainQuest
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortQuestItemDefinition*         InQuestDef                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ChainLength                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ChainPos                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortChallengeBundleItemDefinition::IsLinearChainQuest(const class UFortQuestItemDefinition* InQuestDef, int32* ChainLength, int32* ChainPos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "IsLinearChainQuest");

	Params::FortChallengeBundleItemDefinition_IsLinearChainQuest Parms{};

	Parms.InQuestDef = InQuestDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ChainLength != nullptr)
		*ChainLength = Parms.ChainLength;

	if (ChainPos != nullptr)
		*ChainPos = Parms.ChainPos;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetCalendarEventName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortChallengeBundleItemDefinition::GetCalendarEventName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetCalendarEventName");

	Params::FortChallengeBundleItemDefinition_GetCalendarEventName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetCompletionRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FAthenaRewardItemReference>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FAthenaRewardItemReference> UFortChallengeBundleItemDefinition::GetCompletionRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetCompletionRewards");

	Params::FortChallengeBundleItemDefinition_GetCompletionRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetEventName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortChallengeBundleItemDefinition::GetEventName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetEventName");

	Params::FortChallengeBundleItemDefinition_GetEventName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetNumQuests
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortChallengeBundleItemDefinition::GetNumQuests() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetNumQuests");

	Params::FortChallengeBundleItemDefinition_GetNumQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetNumVisibleQuests
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortChallengeBundleItemDefinition::GetNumVisibleQuests() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetNumVisibleQuests");

	Params::FortChallengeBundleItemDefinition_GetNumVisibleQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetQuests
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestManager*                QuestManager                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EChallengeBundleQuestVisualStyle        QuestStyle                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItem*>           GrantedQuests                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItem*>           OwnedQuests                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItemDefinition*> UnownedQuests                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    bGetAllQuestsInChain                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortChallengeBundleItemDefinition::GetQuests(class UFortQuestManager* QuestManager, EChallengeBundleQuestVisualStyle QuestStyle, const TArray<class UFortQuestItem*>& GrantedQuests, TArray<class UFortQuestItem*>* OwnedQuests, TArray<class UFortQuestItemDefinition*>* UnownedQuests, bool bGetAllQuestsInChain) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetQuests");

	Params::FortChallengeBundleItemDefinition_GetQuests Parms{};

	Parms.QuestManager = QuestManager;
	Parms.QuestStyle = QuestStyle;
	Parms.GrantedQuests = std::move(GrantedQuests);
	Parms.bGetAllQuestsInChain = bGetAllQuestsInChain;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OwnedQuests != nullptr)
		*OwnedQuests = std::move(Parms.OwnedQuests);

	if (UnownedQuests != nullptr)
		*UnownedQuests = std::move(Parms.UnownedQuests);
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetRewardCompletionThreshold
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortChallengeBundleItemDefinition::GetRewardCompletionThreshold() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetRewardCompletionThreshold");

	Params::FortChallengeBundleItemDefinition_GetRewardCompletionThreshold Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetShortName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortChallengeBundleItemDefinition::GetShortName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetShortName");

	Params::FortChallengeBundleItemDefinition_GetShortName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetShortNameNumber
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortChallengeBundleItemDefinition::GetShortNameNumber() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetShortNameNumber");

	Params::FortChallengeBundleItemDefinition_GetShortNameNumber Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleItemDefinition.GetVisualStyle
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EChallengeBundleVisualStyle             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EChallengeBundleVisualStyle UFortChallengeBundleItemDefinition::GetVisualStyle() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleItemDefinition", "GetVisualStyle");

	Params::FortChallengeBundleItemDefinition_GetVisualStyle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleItem.GetAchievedCount
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   OutTotalAchievedCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutTotalRequiredCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortChallengeBundleScheduleItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleItem", "GetAchievedCount");

	Params::FortChallengeBundleScheduleItem_GetAchievedCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTotalAchievedCount != nullptr)
		*OutTotalAchievedCount = Parms.OutTotalAchievedCount;

	if (OutTotalRequiredCount != nullptr)
		*OutTotalRequiredCount = Parms.OutTotalRequiredCount;
}


// Function FortniteGame.FortChallengeBundleScheduleItem.GetPercentageComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortChallengeBundleScheduleItem::GetPercentageComplete() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleItem", "GetPercentageComplete");

	Params::FortChallengeBundleScheduleItem_GetPercentageComplete Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortChallengeBundleScheduleItem.GetScheduleDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortChallengeBundleScheduleDefinition*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortChallengeBundleScheduleDefinition* UFortChallengeBundleScheduleItem::GetScheduleDefinitionBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortChallengeBundleScheduleItem", "GetScheduleDefinitionBP");

	Params::FortChallengeBundleScheduleItem_GetScheduleDefinitionBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerParachute.DisableTrailParticles
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerParachute::DisableTrailParticles()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "DisableTrailParticles");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.InitalizeFromItemDef
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaGliderItemDefinition*      InParachuteItemDef                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSynchronousLoad                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerParachute::InitalizeFromItemDef(const class UAthenaGliderItemDefinition* InParachuteItemDef, bool bSynchronousLoad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "InitalizeFromItemDef");

	Params::FortPlayerParachute_InitalizeFromItemDef Parms{};

	Parms.InParachuteItemDef = InParachuteItemDef;
	Parms.bSynchronousLoad = bSynchronousLoad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.OnGliderFullyDeployed
// (Event, Public, BlueprintEvent)

void AFortPlayerParachute::OnGliderFullyDeployed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "OnGliderFullyDeployed");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerParachute.OnParachuteTrailUpdated
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// float                                   MovementLengthSquared                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ForwardDot                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RightDot                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RotationalMovementAcceleration                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerParachute::OnParachuteTrailUpdated(float MovementLengthSquared, float ForwardDot, float RightDot, float RotationalMovementAcceleration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "OnParachuteTrailUpdated");

	Params::FortPlayerParachute_OnParachuteTrailUpdated Parms{};

	Parms.MovementLengthSquared = MovementLengthSquared;
	Parms.ForwardDot = ForwardDot;
	Parms.RightDot = RightDot;
	Parms.RotationalMovementAcceleration = RotationalMovementAcceleration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.OnPlayerPawnSet
// (Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortPlayerParachute::OnPlayerPawnSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "OnPlayerPawnSet");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerParachute.OnRep_ParachuteItemDef
// (Final, Native, Protected)

void AFortPlayerParachute::OnRep_ParachuteItemDef()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "OnRep_ParachuteItemDef");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.OnRep_PlayerPawn
// (Final, Native, Protected)

void AFortPlayerParachute::OnRep_PlayerPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "OnRep_PlayerPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.SetChuteMeshVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bParachuteVisiblity                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerParachute::SetChuteMeshVisibility(bool bParachuteVisiblity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "SetChuteMeshVisibility");

	Params::FortPlayerParachute_SetChuteMeshVisibility Parms{};

	Parms.bParachuteVisiblity = bParachuteVisiblity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerParachute.GetFortPlayerPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortPlayerParachute::GetFortPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "GetFortPlayerPawn");

	Params::FortPlayerParachute_GetFortPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerParachute.GetParachuteRootMesh
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* AFortPlayerParachute::GetParachuteRootMesh() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "GetParachuteRootMesh");

	Params::FortPlayerParachute_GetParachuteRootMesh Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerParachute.IsGliderFullyDeployedAccordingToAnim
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerParachute::IsGliderFullyDeployedAccordingToAnim() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerParachute", "IsGliderFullyDeployedAccordingToAnim");

	Params::FortPlayerParachute_IsGliderFullyDeployedAccordingToAnim Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn_Flinger.OverrideMaterialAndCopyParametersOnCharacterMesh
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface*               NewMaterialToApply                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Flinger::OverrideMaterialAndCopyParametersOnCharacterMesh(class UMaterialInterface* NewMaterialToApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Flinger", "OverrideMaterialAndCopyParametersOnCharacterMesh");

	Params::FortPawn_Flinger_OverrideMaterialAndCopyParametersOnCharacterMesh Parms{};

	Parms.NewMaterialToApply = NewMaterialToApply;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn_Flinger.RestorePreviousMaterialOnCharacterMesh
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   ScalarValue                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Flinger::RestorePreviousMaterialOnCharacterMesh(float ScalarValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Flinger", "RestorePreviousMaterialOnCharacterMesh");

	Params::FortPawn_Flinger_RestorePreviousMaterialOnCharacterMesh Parms{};

	Parms.ScalarValue = ScalarValue;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn_Flinger.SetScalarParameterOnAllCharacterMIDs
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ScalarValue                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Flinger::SetScalarParameterOnAllCharacterMIDs(class FName ParameterName, float ScalarValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Flinger", "SetScalarParameterOnAllCharacterMIDs");

	Params::FortPawn_Flinger_SetScalarParameterOnAllCharacterMIDs Parms{};

	Parms.ParameterName = ParameterName;
	Parms.ScalarValue = ScalarValue;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawnScriptedBehavior.PlaceStructure
// (Final, Native, Private)

void UFortPawnScriptedBehavior::PlaceStructure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawnScriptedBehavior", "PlaceStructure");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortItemTypeFunctionLibrary.GetTemplateType
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortItemType                           ItemType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortItemType                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortItemType UFortItemTypeFunctionLibrary::GetTemplateType(EFortItemType ItemType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortItemTypeFunctionLibrary", "GetTemplateType");

	Params::FortItemTypeFunctionLibrary_GetTemplateType Parms{};

	Parms.ItemType = ItemType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortItemTypeFunctionLibrary.ToText
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortItemType                           ItemType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    UsePlural                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortItemTypeFunctionLibrary::ToText(EFortItemType ItemType, bool UsePlural)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortItemTypeFunctionLibrary", "ToText");

	Params::FortItemTypeFunctionLibrary_ToText Parms{};

	Parms.ItemType = ItemType;
	Parms.UsePlural = UsePlural;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.AreContextMenusEnabled
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*                PC                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCheatManager::AreContextMenusEnabled(const class APlayerController* PC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCheatManager", "AreContextMenusEnabled");

	Params::FortCheatManager_AreContextMenusEnabled Parms{};

	Parms.PC = PC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.IsUsingNewFrontEndCameraManagement
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCheatManager::IsUsingNewFrontEndCameraManagement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCheatManager", "IsUsingNewFrontEndCameraManagement");

	Params::FortCheatManager_IsUsingNewFrontEndCameraManagement Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.ShouldUseNewHeroLoadoutUI
// (Final, RequiredAPI, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*                PC                                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCheatManager::ShouldUseNewHeroLoadoutUI(const class APlayerController* PC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCheatManager", "ShouldUseNewHeroLoadoutUI");

	Params::FortCheatManager_ShouldUseNewHeroLoadoutUI Parms{};

	Parms.PC = PC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.AddAllScores
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddAllScores(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddAllScores");

	Params::FortCheatManager_AddAllScores Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddBuildingScore
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddBuildingScore(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddBuildingScore");

	Params::FortCheatManager_AddBuildingScore Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddCombatScore
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddCombatScore(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddCombatScore");

	Params::FortCheatManager_AddCombatScore Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddDebugEncounterTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddDebugEncounterTag(class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddDebugEncounterTag");

	Params::FortCheatManager_AddDebugEncounterTag Parms{};

	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddDebugSpawnAIGroupTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddDebugSpawnAIGroupTag(class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddDebugSpawnAIGroupTag");

	Params::FortCheatManager_AddDebugSpawnAIGroupTag Parms{};

	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddFavoriteIsland
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           IslandCode                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddFavoriteIsland(const class FString& IslandCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddFavoriteIsland");

	Params::FortCheatManager_AddFavoriteIsland Parms{};

	Parms.IslandCode = std::move(IslandCode);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddKillFeedMessage
// (Final, Exec, Native, Public)

void UFortCheatManager::AddKillFeedMessage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddKillFeedMessage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AddUtilityScore
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AddUtilityScore(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AddUtilityScore");

	Params::FortCheatManager_AddUtilityScore Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AllowRespawn
// (Final, Exec, Native, Public)

void UFortCheatManager::AllowRespawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AllowRespawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ApplyGameplayModifier
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ModifierName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ApplyGameplayModifier(const class FString& ModifierName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ApplyGameplayModifier");

	Params::FortCheatManager_ApplyGameplayModifier Parms{};

	Parms.ModifierName = std::move(ModifierName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ApplyWeaponAlteration
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           AlterationName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ApplyWeaponAlteration(const class FString& AlterationName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ApplyWeaponAlteration");

	Params::FortCheatManager_ApplyWeaponAlteration Parms{};

	Parms.AlterationName = std::move(AlterationName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AthenaEmote
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           EmoteName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AthenaEmote(const class FString& EmoteName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AthenaEmote");

	Params::FortCheatManager_AthenaEmote Parms{};

	Parms.EmoteName = std::move(EmoteName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AthenaEndlessGame
// (Final, Exec, Native, Public)

void UFortCheatManager::AthenaEndlessGame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AthenaEndlessGame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AthenaForceVictory
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bVictory                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AthenaForceVictory(bool bVictory)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AthenaForceVictory");

	Params::FortCheatManager_AthenaForceVictory Parms{};

	Parms.bVictory = bVictory;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.AthenaGiveScoreTo
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   PlayerStateIdx                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Score                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::AthenaGiveScoreTo(int32 PlayerStateIdx, int32 Score)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "AthenaGiveScoreTo");

	Params::FortCheatManager_AthenaGiveScoreTo Parms{};

	Parms.PlayerStateIdx = PlayerStateIdx;
	Parms.Score = Score;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BackpackSetSize
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Size                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::BackpackSetSize(int32 Size)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BackpackSetSize");

	Params::FortCheatManager_BackpackSetSize Parms{};

	Parms.Size = Size;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.Badass
// (Final, Exec, Native, Public)

void UFortCheatManager::Badass()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "Badass");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BeautyMode
// (Final, Exec, Native, Public)

void UFortCheatManager::BeautyMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BeautyMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BotStartDogpile
// (Final, Exec, Native, Public)

void UFortCheatManager::BotStartDogpile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BotStartDogpile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BotStopDogpile
// (Final, Exec, Native, Public)

void UFortCheatManager::BotStopDogpile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BotStopDogpile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BounceContainer
// (Final, Exec, Native, Public)

void UFortCheatManager::BounceContainer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BounceContainer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BringDownWall
// (Final, Exec, Native, Public)

void UFortCheatManager::BringDownWall()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BringDownWall");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BuildFree
// (Final, Exec, Native, Public)

void UFortCheatManager::BuildFree()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BuildFree");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.BuildWith
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ResourceTypeAndOrLevel                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::BuildWith(const class FString& ResourceTypeAndOrLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "BuildWith");

	Params::FortCheatManager_BuildWith Parms{};

	Parms.ResourceTypeAndOrLevel = std::move(ResourceTypeAndOrLevel);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CanExitWorld
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bValue                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::CanExitWorld(bool bValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CanExitWorld");

	Params::FortCheatManager_CanExitWorld Parms{};

	Parms.bValue = bValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CaptureTeamToggleInput
// (Final, Exec, Native, Public)

void UFortCheatManager::CaptureTeamToggleInput()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CaptureTeamToggleInput");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ChangeBotModule
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           PilotCategory                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           NewModule                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bResetNow                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ChangeBotModule(const class FString& PilotCategory, const class FString& NewModule, bool bResetNow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ChangeBotModule");

	Params::FortCheatManager_ChangeBotModule Parms{};

	Parms.PilotCategory = std::move(PilotCategory);
	Parms.NewModule = std::move(NewModule);
	Parms.bResetNow = bResetNow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ChangeHeroClass
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Param_Index                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ChangeHeroClass(const int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ChangeHeroClass");

	Params::FortCheatManager_ChangeHeroClass Parms{};

	Parms.Param_Index = Param_Index;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CheatMountExitVan
// (Final, Exec, Native, Public)

void UFortCheatManager::CheatMountExitVan()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CheatMountExitVan");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClaimPortal
// (Final, Exec, Native, Public)

void UFortCheatManager::ClaimPortal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClaimPortal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearDebugEncounterTags
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearDebugEncounterTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearDebugEncounterTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearDebugSpawnAIGroupTags
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearDebugSpawnAIGroupTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearDebugSpawnAIGroupTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearEncounterSimulatedNumberOfPlayers
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearEncounterSimulatedNumberOfPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearEncounterSimulatedNumberOfPlayers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCap
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearEncounterSpawnPointsCap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearEncounterSpawnPointsCurve
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearEncounterSpawnPointsCurve()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearEncounterSpawnPointsCurve");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearFortVolume
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearFortVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearFortVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearKeepSave
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearKeepSave()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearKeepSave");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearMapFog
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearMapFog()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearMapFog");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearRespawnTimer
// (Final, Exec, Native, Public)

void UFortCheatManager::ClearRespawnTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearRespawnTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ClearScriptedPawnVariantChannels
// (Exec, Native, Public)

void UFortCheatManager::ClearScriptedPawnVariantChannels()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ClearScriptedPawnVariantChannels");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ConstructTileWorld
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   MaxTiles                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   X                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Y                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ConstructTileWorld(int32 MaxTiles, int32 X, int32 Y)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ConstructTileWorld");

	Params::FortCheatManager_ConstructTileWorld Parms{};

	Parms.MaxTiles = MaxTiles;
	Parms.X = X;
	Parms.Y = Y;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CountPlayerBuiltBuildingActors
// (Final, Exec, Native, Public)

void UFortCheatManager::CountPlayerBuiltBuildingActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CountPlayerBuiltBuildingActors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CraftFree
// (Final, Exec, Native, Public)

void UFortCheatManager::CraftFree()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CraftFree");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CreateProfileGoCollectionForCreativeIslands
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   GridStepsX                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GridStepsY                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RotationSteps                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quad                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::CreateProfileGoCollectionForCreativeIslands(int32 GridStepsX, int32 GridStepsY, int32 RotationSteps, int32 Quad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CreateProfileGoCollectionForCreativeIslands");

	Params::FortCheatManager_CreateProfileGoCollectionForCreativeIslands Parms{};

	Parms.GridStepsX = GridStepsX;
	Parms.GridStepsY = GridStepsY;
	Parms.RotationSteps = RotationSteps;
	Parms.Quad = Quad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CreateProfileGoCollectionForSublevels
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SublevelSearchString                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GridStepsX                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GridStepsY                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RotationSteps                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quad                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::CreateProfileGoCollectionForSublevels(const class FString& SublevelSearchString, int32 GridStepsX, int32 GridStepsY, int32 RotationSteps, int32 Quad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CreateProfileGoCollectionForSublevels");

	Params::FortCheatManager_CreateProfileGoCollectionForSublevels Parms{};

	Parms.SublevelSearchString = std::move(SublevelSearchString);
	Parms.GridStepsX = GridStepsX;
	Parms.GridStepsY = GridStepsY;
	Parms.RotationSteps = RotationSteps;
	Parms.Quad = Quad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CycleCurrentEncounterToDebug
// (Exec, Native, Public)

void UFortCheatManager::CycleCurrentEncounterToDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CycleCurrentEncounterToDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CycleEncounterEQSQueryToDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::CycleEncounterEQSQueryToDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CycleEncounterEQSQueryToDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.CycleTheaterDisplayed
// (Final, Exec, Native, Public)

void UFortCheatManager::CycleTheaterDisplayed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "CycleTheaterDisplayed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DBNO
// (Exec, Native, Public)

void UFortCheatManager::DBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugAbilityTags
// (Exec, Native, Public)

void UFortCheatManager::DebugAbilityTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugAbilityTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugAttribute
// (Exec, Native, Public, HasOutParams)
// Parameters:
// class FString                           Attribute                                              (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DebugAttribute(class FString* Attribute)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugAttribute");

	Params::FortCheatManager_DebugAttribute Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Attribute != nullptr)
		*Attribute = std::move(Parms.Attribute);
}


// Function FortniteGame.FortCheatManager.DebugAttributeClear
// (Exec, Native, Public)

void UFortCheatManager::DebugAttributeClear()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugAttributeClear");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugAttributeModifiers
// (Exec, Native, Public)

void UFortCheatManager::DebugAttributeModifiers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugAttributeModifiers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugBuildingDetection
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugBuildingDetection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugBuildingDetection");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugBuildingGroups
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugBuildingGroups()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugBuildingGroups");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugForceEnsure
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugForceEnsure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugForceEnsure");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugHideLoadingScreen
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugHideLoadingScreen()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugHideLoadingScreen");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugHotSpots
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugHotSpots()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugHotSpots");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugKickPlayerDueToInactivity
// (Final, Exec, Native, Public)

void UFortCheatManager::DebugKickPlayerDueToInactivity()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugKickPlayerDueToInactivity");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugLoadingScreen
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MissionGen                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bShowBullets                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DebugLoadingScreen(const class FString& MissionGen, bool bShowBullets)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugLoadingScreen");

	Params::FortCheatManager_DebugLoadingScreen Parms{};

	Parms.MissionGen = std::move(MissionGen);
	Parms.bShowBullets = bShowBullets;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugNativeActions
// (Exec, Native, Public)

void UFortCheatManager::DebugNativeActions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugNativeActions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugSanitizeMessage
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MesageToSanitize                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DebugSanitizeMessage(const class FString& MesageToSanitize)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugSanitizeMessage");

	Params::FortCheatManager_DebugSanitizeMessage Parms{};

	Parms.MesageToSanitize = std::move(MesageToSanitize);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugStructuralSupport
// (Exec, Native, Public)

void UFortCheatManager::DebugStructuralSupport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugStructuralSupport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugThisAI
// (Exec, Native, Public)

void UFortCheatManager::DebugThisAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugThisAI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DebugUseDedicatedServer
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bUse                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DebugUseDedicatedServer(bool bUse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DebugUseDedicatedServer");

	Params::FortCheatManager_DebugUseDedicatedServer Parms{};

	Parms.bUse = bUse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DestroyAllPickups
// (Final, Exec, Native, Public)

void UFortCheatManager::DestroyAllPickups()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DestroyAllPickups");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DestroyAllScriptedPawns
// (Final, Exec, Native, Public)

void UFortCheatManager::DestroyAllScriptedPawns()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DestroyAllScriptedPawns");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DevSkipTutorial
// (Final, Exec, Native, Public)

void UFortCheatManager::DevSkipTutorial()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DevSkipTutorial");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DisableAI
// (Final, Exec, Native, Public)

void UFortCheatManager::DisableAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DisableAI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DiscardAILogging
// (Final, Exec, Native, Public)

void UFortCheatManager::DiscardAILogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DiscardAILogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpActiveGameplayEffects
// (Final, Exec, Native, Public)

void UFortCheatManager::DumpActiveGameplayEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpActiveGameplayEffects");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpActorsWithAssetTags
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TagList                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DumpActorsWithAssetTags(const class FString& TagList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpActorsWithAssetTags");

	Params::FortCheatManager_DumpActorsWithAssetTags Parms{};

	Parms.TagList = std::move(TagList);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpAllActiveMissions
// (Final, Exec, Native, Public)

void UFortCheatManager::DumpAllActiveMissions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpAllActiveMissions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpAllActorsWithAssetTags
// (Final, Exec, Native, Public)

void UFortCheatManager::DumpAllActorsWithAssetTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpAllActorsWithAssetTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpAppliedHomebaseEffectsWithCoreAttributes
// (Exec, Native, Public)

void UFortCheatManager::DumpAppliedHomebaseEffectsWithCoreAttributes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpAppliedHomebaseEffectsWithCoreAttributes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpGameStats
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           FilterName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::DumpGameStats(const class FString& FilterName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpGameStats");

	Params::FortCheatManager_DumpGameStats Parms{};

	Parms.FilterName = std::move(FilterName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.DumpMatchAnalytics
// (Final, Exec, Native, Public)

void UFortCheatManager::DumpMatchAnalytics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "DumpMatchAnalytics");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EnableFixedTimeStep
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   AsIfItWasFPS                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EnableFixedTimeStep(int32 AsIfItWasFPS)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EnableFixedTimeStep");

	Params::FortCheatManager_EnableFixedTimeStep Parms{};

	Parms.AsIfItWasFPS = AsIfItWasFPS;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EnableHeroLoadoutSystem
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EnableHeroLoadoutSystem(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EnableHeroLoadoutSystem");

	Params::FortCheatManager_EnableHeroLoadoutSystem Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EnableNewCustomizationPanel
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EnableNewCustomizationPanel(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EnableNewCustomizationPanel");

	Params::FortCheatManager_EnableNewCustomizationPanel Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EnableSubtitles
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EnableSubtitles(bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EnableSubtitles");

	Params::FortCheatManager_EnableSubtitles Parms{};

	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EncounterCurrentUtilities
// (Final, Exec, Native, Public)

void UFortCheatManager::EncounterCurrentUtilities()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EncounterCurrentUtilities");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EncounterInitialUtilities
// (Final, Exec, Native, Public)

void UFortCheatManager::EncounterInitialUtilities()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EncounterInitialUtilities");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EncounterSetDifficultyLevel
// (Final, Exec, Native, Public)
// Parameters:
// float                                   NewDifficulty                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EncounterSetDifficultyLevel(float NewDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EncounterSetDifficultyLevel");

	Params::FortCheatManager_EncounterSetDifficultyLevel Parms{};

	Parms.NewDifficulty = NewDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EncounterSpawnProbabilities
// (Final, Exec, Native, Public)

void UFortCheatManager::EncounterSpawnProbabilities()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EncounterSpawnProbabilities");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EncounterTopUtilityPercentages
// (Final, Exec, Native, Public)

void UFortCheatManager::EncounterTopUtilityPercentages()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EncounterTopUtilityPercentages");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EndDeimosSpawning
// (Final, Exec, Native, Public)

void UFortCheatManager::EndDeimosSpawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EndDeimosSpawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EndLiveStreamingWindow
// (Final, Exec, Native, Public)

void UFortCheatManager::EndLiveStreamingWindow()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EndLiveStreamingWindow");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EnvPain
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::EnvPain(float Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EnvPain");

	Params::FortCheatManager_EnvPain Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EventsRefreshPlayer
// (Final, Exec, Native, Public)

void UFortCheatManager::EventsRefreshPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EventsRefreshPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.EvolveHero
// (Final, Exec, Native, Public)

void UFortCheatManager::EvolveHero()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "EvolveHero");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ExecuteNewMissionGeneration
// (Final, Exec, Native, Public)
// Parameters:
// float                                   DifficultyLevel                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           GeneratorName                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ExecuteNewMissionGeneration(float DifficultyLevel, const class FString& GeneratorName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ExecuteNewMissionGeneration");

	Params::FortCheatManager_ExecuteNewMissionGeneration Parms{};

	Parms.DifficultyLevel = DifficultyLevel;
	Parms.GeneratorName = std::move(GeneratorName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ExtAuthReset
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bWipeDeviceAccountInfo                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ExtAuthReset(bool bWipeDeviceAccountInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ExtAuthReset");

	Params::FortCheatManager_ExtAuthReset Parms{};

	Parms.bWipeDeviceAccountInfo = bWipeDeviceAccountInfo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FakeDownHighlight
// (Final, Exec, Native, Public)

void UFortCheatManager::FakeDownHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FakeDownHighlight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FakeKillHighlight
// (Final, Exec, Native, Public)

void UFortCheatManager::FakeKillHighlight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FakeKillHighlight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FinishCurrentStormCircle
// (Exec, Native, Public)
// Parameters:
// float                                   TimeToShrink                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::FinishCurrentStormCircle(float TimeToShrink)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FinishCurrentStormCircle");

	Params::FortCheatManager_FinishCurrentStormCircle Parms{};

	Parms.TimeToShrink = TimeToShrink;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceAILODs
// (Final, Exec, Native, Public)
// Parameters:
// EFortAILODLevel                         InForcedAILODValue                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceAILODs(EFortAILODLevel InForcedAILODValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceAILODs");

	Params::FortCheatManager_ForceAILODs Parms{};

	Parms.InForcedAILODValue = InForcedAILODValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceAthenaCosmeticItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceAthenaCosmeticItem(const class FString& TemplateId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceAthenaCosmeticItem");

	Params::FortCheatManager_ForceAthenaCosmeticItem Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceAthenaCosmeticItemInSlot
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaCustomizationCategory            Slot                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceAthenaCosmeticItemInSlot(const class FString& TemplateId, EAthenaCustomizationCategory Slot, int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceAthenaCosmeticItemInSlot");

	Params::FortCheatManager_ForceAthenaCosmeticItemInSlot Parms{};

	Parms.TemplateId = std::move(TemplateId);
	Parms.Slot = Slot;
	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceExternalRichPresenceUpdate
// (Final, Exec, Native, Public)

void UFortCheatManager::ForceExternalRichPresenceUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceExternalRichPresenceUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceHeroType
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           HeroPersistentName                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceHeroType(const class FString& HeroPersistentName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceHeroType");

	Params::FortCheatManager_ForceHeroType Parms{};

	Parms.HeroPersistentName = std::move(HeroPersistentName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceInputFilter
// (Final, Exec, Native, Public)
// Parameters:
// EFortInputFilterLevel                   InputFilter                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceInputFilter(EFortInputFilterLevel InputFilter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceInputFilter");

	Params::FortCheatManager_ForceInputFilter Parms{};

	Parms.InputFilter = InputFilter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceReviveFromDBNO
// (Exec, Native, Public)

void UFortCheatManager::ForceReviveFromDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceReviveFromDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceSaveMissionStateAndWorld
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SaveFileName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceSaveMissionStateAndWorld(const class FString& SaveFileName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceSaveMissionStateAndWorld");

	Params::FortCheatManager_ForceSaveMissionStateAndWorld Parms{};

	Parms.SaveFileName = std::move(SaveFileName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceServerShutdown
// (Exec, Native, Public)
// Parameters:
// int32                                   ExitCode                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceServerShutdown(int32 ExitCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceServerShutdown");

	Params::FortCheatManager_ForceServerShutdown Parms{};

	Parms.ExitCode = ExitCode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceSetHeroRemoteCharacter
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   PartyMemberIndex                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceSetHeroRemoteCharacter(int32 PartyMemberIndex, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceSetHeroRemoteCharacter");

	Params::FortCheatManager_ForceSetHeroRemoteCharacter Parms{};

	Parms.PartyMemberIndex = PartyMemberIndex;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ForceUnlockHordeTiers
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   MaxTierNumber                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ForceUnlockHordeTiers(int32 MaxTierNumber)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ForceUnlockHordeTiers");

	Params::FortCheatManager_ForceUnlockHordeTiers Parms{};

	Parms.MaxTierNumber = MaxTierNumber;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FortniteForceCharLOD
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   LOD                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::FortniteForceCharLOD(int32 LOD)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FortniteForceCharLOD");

	Params::FortCheatManager_FortniteForceCharLOD Parms{};

	Parms.LOD = LOD;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FortVolumeAsyncTest
// (Final, Exec, Native, Public)

void UFortCheatManager::FortVolumeAsyncTest()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FortVolumeAsyncTest");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.FortVolumeResetTest
// (Final, Exec, Native, Public)

void UFortCheatManager::FortVolumeResetTest()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "FortVolumeResetTest");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GenerateMockMatchReport
// (Final, Exec, Native, Public)

void UFortCheatManager::GenerateMockMatchReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GenerateMockMatchReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GeneratePolysInPathingRange
// (Final, Exec, Native, Public)
// Parameters:
// float                                   MaxDistance                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinDistance                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GeneratePolysInPathingRange(float MaxDistance, float MinDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GeneratePolysInPathingRange");

	Params::FortCheatManager_GeneratePolysInPathingRange Parms{};

	Parms.MaxDistance = MaxDistance;
	Parms.MinDistance = MinDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GenerateTravelLogEntries
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GenerateTravelLogEntries(int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GenerateTravelLogEntries");

	Params::FortCheatManager_GenerateTravelLogEntries Parms{};

	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetAllReplStats
// (Final, Exec, Native, Public)

void UFortCheatManager::GetAllReplStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetAllReplStats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetGameStat
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           StatName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GetGameStat(const class FString& StatName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetGameStat");

	Params::FortCheatManager_GetGameStat Parms{};

	Parms.StatName = std::move(StatName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetPoiInfoForPlayer
// (Final, Exec, Native, Public)

void UFortCheatManager::GetPoiInfoForPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetPoiInfoForPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetPoiVolumeData
// (Final, Exec, Native, Public)

void UFortCheatManager::GetPoiVolumeData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetPoiVolumeData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetReplStat
// (Final, Exec, Native, Public)
// Parameters:
// EFortReplicatedStat                     Stat                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GetReplStat(EFortReplicatedStat Stat)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetReplStat");

	Params::FortCheatManager_GetReplStat Parms{};

	Parms.Stat = Stat;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetWorldDifficulty
// (Final, Exec, Native, Public)

void UFortCheatManager::GetWorldDifficulty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetWorldDifficulty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetWorldLevel
// (Final, Exec, Native, Public)

void UFortCheatManager::GetWorldLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetWorldLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GetWTFRotations
// (Final, Exec, Native, Public)

void UFortCheatManager::GetWTFRotations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GetWTFRotations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllConsumables
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumItems                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveAllConsumables(int32 NumItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllConsumables");

	Params::FortCheatManager_GiveAllConsumables Parms{};

	Parms.NumItems = NumItems;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllIngredients
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumIngredients                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveAllIngredients(int32 NumIngredients)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllIngredients");

	Params::FortCheatManager_GiveAllIngredients Parms{};

	Parms.NumIngredients = NumIngredients;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllMelee
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAllMelee()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllMelee");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllPistols
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAllPistols()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllPistols");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllRifles
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAllRifles()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllRifles");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllShotguns
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAllShotguns()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllShotguns");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllTraps
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumItems                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveAllTraps(int32 NumItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllTraps");

	Params::FortCheatManager_GiveAllTraps Parms{};

	Parms.NumItems = NumItems;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAllWeapons
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAllWeapons()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAllWeapons");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAmmo
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           AmmoNameAndAmmount                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveAmmo(const class FString& AmmoNameAndAmmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAmmo");

	Params::FortCheatManager_GiveAmmo Parms{};

	Parms.AmmoNameAndAmmount = std::move(AmmoNameAndAmmount);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaAmmo
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaConsumables
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaConsumables()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaConsumables");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaFullKit
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaFullKit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaFullKit");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaLoadout
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaLoadout()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaLoadout");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaTraps
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaTraps()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaTraps");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveAthenaWeapons
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveAthenaWeapons()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveAthenaWeapons");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveBluGlo
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveBluGlo(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveBluGlo");

	Params::FortCheatManager_GiveBluGlo Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveCheatInventory
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveCheatInventory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveCheatInventory");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveConsumable
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ConsumableName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RequestedLevel                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveConsumable(const class FString& ConsumableName, int32 RequestedLevel, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveConsumable");

	Params::FortCheatManager_GiveConsumable Parms{};

	Parms.ConsumableName = std::move(ConsumableName);
	Parms.RequestedLevel = RequestedLevel;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveDeployablePlotAllIngredients
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumIngredients                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveDeployablePlotAllIngredients(int32 NumIngredients)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveDeployablePlotAllIngredients");

	Params::FortCheatManager_GiveDeployablePlotAllIngredients Parms{};

	Parms.NumIngredients = NumIngredients;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveGadget
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           GadgetName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveGadget(const class FString& GadgetName, int32 ItemLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveGadget");

	Params::FortCheatManager_GiveGadget Parms{};

	Parms.GadgetName = std::move(GadgetName);
	Parms.ItemLevel = ItemLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveGadgets
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           GadgetName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveGadgets(const class FString& GadgetName, int32 Quantity, int32 ItemLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveGadgets");

	Params::FortCheatManager_GiveGadgets Parms{};

	Parms.GadgetName = std::move(GadgetName);
	Parms.Quantity = Quantity;
	Parms.ItemLevel = ItemLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveGoodWeapons
// (Final, Exec, Native, Public)

void UFortCheatManager::GiveGoodWeapons()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveGoodWeapons");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveHeroSpecialization
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SpecializationName                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveHeroSpecialization(const class FString& SpecializationName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveHeroSpecialization");

	Params::FortCheatManager_GiveHeroSpecialization Parms{};

	Parms.SpecializationName = std::move(SpecializationName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveMetal
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveMetal(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveMetal");

	Params::FortCheatManager_GiveMetal Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GivePickaxe
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           PickName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GivePickaxe(const class FString& PickName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GivePickaxe");

	Params::FortCheatManager_GivePickaxe Parms{};

	Parms.PickName = std::move(PickName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveResources
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveResources(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveResources");

	Params::FortCheatManager_GiveResources Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveSBA
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           StrategicBuildingName                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveSBA(const class FString& StrategicBuildingName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveSBA");

	Params::FortCheatManager_GiveSBA Parms{};

	Parms.StrategicBuildingName = std::move(StrategicBuildingName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveSpecificItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemPath                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ItemAmount                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveSpecificItem(const class FString& ItemPath, int32 ItemAmount, int32 ItemLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveSpecificItem");

	Params::FortCheatManager_GiveSpecificItem Parms{};

	Parms.ItemPath = std::move(ItemPath);
	Parms.ItemAmount = ItemAmount;
	Parms.ItemLevel = ItemLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveStone
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveStone(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveStone");

	Params::FortCheatManager_GiveStone Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveTrap
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TrapName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RequestedLevel                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumTrapsToGive                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveTrap(const class FString& TrapName, int32 RequestedLevel, int32 NumTrapsToGive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveTrap");

	Params::FortCheatManager_GiveTrap Parms{};

	Parms.TrapName = std::move(TrapName);
	Parms.RequestedLevel = RequestedLevel;
	Parms.NumTrapsToGive = NumTrapsToGive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveUsefulThings
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumOfUsefulThings                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveUsefulThings(int32 NumOfUsefulThings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveUsefulThings");

	Params::FortCheatManager_GiveUsefulThings Parms{};

	Parms.NumOfUsefulThings = NumOfUsefulThings;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveWeapon
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           WeaponName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RequestedLevel                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveWeapon(const class FString& WeaponName, int32 RequestedLevel, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveWeapon");

	Params::FortCheatManager_GiveWeapon Parms{};

	Parms.WeaponName = std::move(WeaponName);
	Parms.RequestedLevel = RequestedLevel;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveWeapons
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveWeapons(class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveWeapons");

	Params::FortCheatManager_GiveWeapons Parms{};

	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveWeaponToScriptedPawn
// (Exec, Native, Public)
// Parameters:
// class FString                           WeaponName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveWeaponToScriptedPawn(const class FString& WeaponName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveWeaponToScriptedPawn");

	Params::FortCheatManager_GiveWeaponToScriptedPawn Parms{};

	Parms.WeaponName = std::move(WeaponName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GiveWood
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GiveWood(int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GiveWood");

	Params::FortCheatManager_GiveWood Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GoFast
// (Final, Exec, Native, Public)
// Parameters:
// float                                   NewSpeed                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GoFast(float NewSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GoFast");

	Params::FortCheatManager_GoFast Parms{};

	Parms.NewSpeed = NewSpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GrantHeroSupportAbility
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SupportHeroName                                        (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GrantHeroSupportAbility(const class FString& SupportHeroName, int32 Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GrantHeroSupportAbility");

	Params::FortCheatManager_GrantHeroSupportAbility Parms{};

	Parms.SupportHeroName = std::move(SupportHeroName);
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.GrantHeroTacticalAbility
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SupportHeroName                                        (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::GrantHeroTacticalAbility(const class FString& SupportHeroName, int32 Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "GrantHeroTacticalAbility");

	Params::FortCheatManager_GrantHeroTacticalAbility Parms{};

	Parms.SupportHeroName = std::move(SupportHeroName);
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.HideGameplayCaptureUI
// (Final, Exec, Native, Public)

void UFortCheatManager::HideGameplayCaptureUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "HideGameplayCaptureUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.HideHUDElement
// (Final, Exec, Native, Public)
// Parameters:
// struct FGameplayTag                     HUDElementTag                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::HideHUDElement(const struct FGameplayTag& HUDElementTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "HideHUDElement");

	Params::FortCheatManager_HideHUDElement Parms{};

	Parms.HUDElementTag = std::move(HUDElementTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.JoinFriendGame
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           FriendId                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::JoinFriendGame(const class FString& FriendId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "JoinFriendGame");

	Params::FortCheatManager_JoinFriendGame Parms{};

	Parms.FriendId = std::move(FriendId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.KillPawns
// (Exec, Native, Public)
// Parameters:
// TSubclassOf<class AFortPawn>            AClass                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::KillPawns(TSubclassOf<class AFortPawn> AClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "KillPawns");

	Params::FortCheatManager_KillPawns Parms{};

	Parms.AClass = AClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.KillPlaneSquad
// (Final, Exec, Native, Public)

void UFortCheatManager::KillPlaneSquad()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "KillPlaneSquad");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListActiveEncounters
// (Final, Exec, Native, Public)

void UFortCheatManager::ListActiveEncounters()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListActiveEncounters");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListAIUtilities
// (Final, Exec, Native, Public)

void UFortCheatManager::ListAIUtilities()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListAIUtilities");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListAllFavoriteIslands
// (Final, Exec, Native, Public)

void UFortCheatManager::ListAllFavoriteIslands()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListAllFavoriteIslands");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListAmmo
// (Final, Exec, Native, Public)

void UFortCheatManager::ListAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListAthenaEmotes
// (Final, Exec, Native, Public)

void UFortCheatManager::ListAthenaEmotes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListAthenaEmotes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListCheats
// (Final, Exec, Native, Public)

void UFortCheatManager::ListCheats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListCheats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListEmotes
// (Final, Exec, Native, Public)

void UFortCheatManager::ListEmotes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListEmotes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListMissionGenerators
// (Final, Exec, Native, Public)

void UFortCheatManager::ListMissionGenerators()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListMissionGenerators");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListMissions
// (Final, Exec, Native, Public)

void UFortCheatManager::ListMissions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListMissions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListPlayerIDs
// (Final, Exec, Native, Public)

void UFortCheatManager::ListPlayerIDs()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListPlayerIDs");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListSpawnGroups
// (Final, Exec, Native, Public)

void UFortCheatManager::ListSpawnGroups()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListSpawnGroups");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListSupplyDrops
// (Final, Exec, Native, Public)

void UFortCheatManager::ListSupplyDrops()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListSupplyDrops");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.LiveStreamingSelectedViewers
// (Final, Exec, Native, Public)
// Parameters:
// TArray<class FString>                   Names                                                  (Parm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCheatManager::LiveStreamingSelectedViewers(const TArray<class FString>& Names)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "LiveStreamingSelectedViewers");

	Params::FortCheatManager_LiveStreamingSelectedViewers Parms{};

	Parms.Names = std::move(Names);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.LoadCreativePlotFromMnemonic
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Mnemonic                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::LoadCreativePlotFromMnemonic(const class FString& Mnemonic)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "LoadCreativePlotFromMnemonic");

	Params::FortCheatManager_LoadCreativePlotFromMnemonic Parms{};

	Parms.Mnemonic = std::move(Mnemonic);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.LoadMission
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::LoadMission(const class FString& MissionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "LoadMission");

	Params::FortCheatManager_LoadMission Parms{};

	Parms.MissionName = std::move(MissionName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.LoadMissionGenerator
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           GeneratorName                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::LoadMissionGenerator(const class FString& GeneratorName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "LoadMissionGenerator");

	Params::FortCheatManager_LoadMissionGenerator Parms{};

	Parms.GeneratorName = std::move(GeneratorName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MakeAIsGod
// (Final, Exec, Native, Public)

void UFortCheatManager::MakeAIsGod()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MakeAIsGod");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MakeBuildingActorsGod
// (Final, Exec, Native, Public)

void UFortCheatManager::MakeBuildingActorsGod()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MakeBuildingActorsGod");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MakeGods
// (Final, Exec, Native, Public)
// Parameters:
// TSubclassOf<class AFortPawn>            AClass                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::MakeGods(TSubclassOf<class AFortPawn> AClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MakeGods");

	Params::FortCheatManager_MakeGods Parms{};

	Parms.AClass = AClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MassSuicide
// (Final, Exec, Native, Public)

void UFortCheatManager::MassSuicide()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MassSuicide");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpAddTestStatsMock
// (Final, Exec, Native, Public)

void UFortCheatManager::McpAddTestStatsMock()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpAddTestStatsMock");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpApplyAlteration
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Schematic                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Alteration                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpApplyAlteration(const class FString& Schematic, const class FString& Alteration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpApplyAlteration");

	Params::FortCheatManager_McpApplyAlteration Parms{};

	Parms.Schematic = std::move(Schematic);
	Parms.Alteration = std::move(Alteration);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpApplyStash
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           StashName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpApplyStash(const class FString& StashName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpApplyStash");

	Params::FortCheatManager_McpApplyStash Parms{};

	Parms.StashName = std::move(StashName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpCheat
// (Final, Exec, Native, Public)

void UFortCheatManager::McpCheat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpCheat");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpClaimAllAvailableCollectionBookRewards
// (Final, Exec, Native, Public)

void UFortCheatManager::McpClaimAllAvailableCollectionBookRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpClaimAllAvailableCollectionBookRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpClaimAllResourceCollectors
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bDebugPrint                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpClaimAllResourceCollectors(bool bDebugPrint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpClaimAllResourceCollectors");

	Params::FortCheatManager_McpClaimAllResourceCollectors Parms{};

	Parms.bDebugPrint = bDebugPrint;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpCompleteHexMission
// (Final, Exec, Native, Public)

void UFortCheatManager::McpCompleteHexMission()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpCompleteHexMission");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpConvertItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemToConvert                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ConversionIdx                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpConvertItem(const class FString& ItemToConvert, int32 ConversionIdx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpConvertItem");

	Params::FortCheatManager_McpConvertItem Parms{};

	Parms.ItemToConvert = std::move(ItemToConvert);
	Parms.ConversionIdx = ConversionIdx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpEarnScore
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   ScoreAmount                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpEarnScore(int32 ScoreAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpEarnScore");

	Params::FortCheatManager_McpEarnScore Parms{};

	Parms.ScoreAmount = ScoreAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpEquipCharCosmetic
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           CharacterId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           CosmeticId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CosmeticType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpEquipCharCosmetic(const class FString& CharacterId, const class FString& CosmeticId, int32 CosmeticType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpEquipCharCosmetic");

	Params::FortCheatManager_McpEquipCharCosmetic Parms{};

	Parms.CharacterId = std::move(CharacterId);
	Parms.CosmeticId = std::move(CosmeticId);
	Parms.CosmeticType = CosmeticType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpForceHttpFailRate
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Factor                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpForceHttpFailRate(float Factor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpForceHttpFailRate");

	Params::FortCheatManager_McpForceHttpFailRate Parms{};

	Parms.Factor = Factor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetCachedPersistence
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetCachedPersistence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetCachedPersistence");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetCurrencyAmount
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetCurrencyAmount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetCurrencyAmount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetHexMission
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetHexMission()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetHexMission");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetPersonnelXP
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetPersonnelXP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetPersonnelXP");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetPrivacySettings
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetPrivacySettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetPrivacySettings");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetSchematicXP
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetSchematicXP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetSchematicXP");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetUnredeemedCodes
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetUnredeemedCodes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetUnredeemedCodes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpGetVersion
// (Final, Exec, Native, Public)

void UFortCheatManager::McpGetVersion()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpGetVersion");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpHostGetAllPlayerCachedPersistence
// (Final, Exec, Native, Public)

void UFortCheatManager::McpHostGetAllPlayerCachedPersistence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpHostGetAllPlayerCachedPersistence");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpHostGetPlayers
// (Final, Exec, Native, Public)

void UFortCheatManager::McpHostGetPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpHostGetPlayers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpIssueCodeToken
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TokenId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpIssueCodeToken(const class FString& TokenId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpIssueCodeToken");

	Params::FortCheatManager_McpIssueCodeToken Parms{};

	Parms.TokenId = std::move(TokenId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpJoinFromPartyInviteToken
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Token                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsFromInvite                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpJoinFromPartyInviteToken(const class FString& Token, bool bIsFromInvite)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpJoinFromPartyInviteToken");

	Params::FortCheatManager_McpJoinFromPartyInviteToken Parms{};

	Parms.Token = std::move(Token);
	Parms.bIsFromInvite = bIsFromInvite;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpLogout
// (Final, Exec, Native, Public)

void UFortCheatManager::McpLogout()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpLogout");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpOpenCardPack
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           CardPackItemId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SelectionIdx                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpOpenCardPack(const class FString& CardPackItemId, int32 SelectionIdx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpOpenCardPack");

	Params::FortCheatManager_McpOpenCardPack Parms{};

	Parms.CardPackItemId = std::move(CardPackItemId);
	Parms.SelectionIdx = SelectionIdx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpPrintFriendInviteToken
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           FriendName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OnlyPrintIfJoinable                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpPrintFriendInviteToken(const class FString& FriendName, bool OnlyPrintIfJoinable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpPrintFriendInviteToken");

	Params::FortCheatManager_McpPrintFriendInviteToken Parms{};

	Parms.FriendName = std::move(FriendName);
	Parms.OnlyPrintIfJoinable = OnlyPrintIfJoinable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpPrintPartyInviteToken
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    OnlyPrintIfJoinable                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpPrintPartyInviteToken(bool OnlyPrintIfJoinable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpPrintPartyInviteToken");

	Params::FortCheatManager_McpPrintPartyInviteToken Parms{};

	Parms.OnlyPrintIfJoinable = OnlyPrintIfJoinable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpRecycleItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemToRecycle                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpRecycleItem(const class FString& ItemToRecycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpRecycleItem");

	Params::FortCheatManager_McpRecycleItem Parms{};

	Parms.ItemToRecycle = std::move(ItemToRecycle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpRedeemPurchases
// (Final, Exec, Native, Public)

void UFortCheatManager::McpRedeemPurchases()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpRedeemPurchases");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpRefreshCatalog
// (Final, Exec, Native, Public)

void UFortCheatManager::McpRefreshCatalog()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpRefreshCatalog");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpRefreshProfile
// (Final, Exec, Native, Public)

void UFortCheatManager::McpRefreshProfile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpRefreshProfile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpRemoveAllTestProfileMocks
// (Final, Exec, Native, Public)

void UFortCheatManager::McpRemoveAllTestProfileMocks()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpRemoveAllTestProfileMocks");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpResetPersistence
// (Final, Exec, Native, Public)

void UFortCheatManager::McpResetPersistence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpResetPersistence");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpSlotItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemToSlot                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpSlotItem(const class FString& ItemToSlot)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpSlotItem");

	Params::FortCheatManager_McpSlotItem Parms{};

	Parms.ItemToSlot = std::move(ItemToSlot);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpStorageTransfer
// (Final, Exec, Native, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemIdsToMoveToOutpost                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class FString>                   ItemIdsToMoveToTheater                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortCheatManager::McpStorageTransfer(const TArray<class FString>& ItemIdsToMoveToOutpost, const TArray<class FString>& ItemIdsToMoveToTheater)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpStorageTransfer");

	Params::FortCheatManager_McpStorageTransfer Parms{};

	Parms.ItemIdsToMoveToOutpost = std::move(ItemIdsToMoveToOutpost);
	Parms.ItemIdsToMoveToTheater = std::move(ItemIdsToMoveToTheater);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpTestFriendCodes
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TokenId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpTestFriendCodes(const class FString& TokenId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpTestFriendCodes");

	Params::FortCheatManager_McpTestFriendCodes Parms{};

	Parms.TokenId = std::move(TokenId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpTestFriendCodes_OnQueryUnredeemedFriendCodes
// (Final, Native, Public, HasOutParams)
// Parameters:
// bool                                    bSuccess                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFriendCode>              FriendCodes                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortCheatManager::McpTestFriendCodes_OnQueryUnredeemedFriendCodes(bool bSuccess, const TArray<struct FFriendCode>& FriendCodes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpTestFriendCodes_OnQueryUnredeemedFriendCodes");

	Params::FortCheatManager_McpTestFriendCodes_OnQueryUnredeemedFriendCodes Parms{};

	Parms.bSuccess = bSuccess;
	Parms.FriendCodes = std::move(FriendCodes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpTestVerifyProfileToken
// (Final, Exec, Native, Public)

void UFortCheatManager::McpTestVerifyProfileToken()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpTestVerifyProfileToken");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.McpUpgradeItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemToUpgrade                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::McpUpgradeItem(const class FString& ItemToUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "McpUpgradeItem");

	Params::FortCheatManager_McpUpgradeItem Parms{};

	Parms.ItemToUpgrade = std::move(ItemToUpgrade);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MissionForceFailure
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::MissionForceFailure(const class FString& MissionName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MissionForceFailure");

	Params::FortCheatManager_MissionForceFailure Parms{};

	Parms.MissionName = std::move(MissionName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MissionForcePrimaryFailure
// (Final, Exec, Native, Public)

void UFortCheatManager::MissionForcePrimaryFailure()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MissionForcePrimaryFailure");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MissionForcePrimarySuccess
// (Final, Exec, Native, Public)
// Parameters:
// float                                   FractionCompleted                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::MissionForcePrimarySuccess(float FractionCompleted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MissionForcePrimarySuccess");

	Params::FortCheatManager_MissionForcePrimarySuccess Parms{};

	Parms.FractionCompleted = FractionCompleted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MissionForceSuccess
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MissionName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FractionCompleted                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::MissionForceSuccess(const class FString& MissionName, float FractionCompleted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MissionForceSuccess");

	Params::FortCheatManager_MissionForceSuccess Parms{};

	Parms.MissionName = std::move(MissionName);
	Parms.FractionCompleted = FractionCompleted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.MMS
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Command                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::MMS(const class FString& Command)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "MMS");

	Params::FortCheatManager_MMS Parms{};

	Parms.Command = std::move(Command);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ModItemDurability
// (Final, Exec, Native, Public)
// Parameters:
// float                                   InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ModItemDurability(float InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ModItemDurability");

	Params::FortCheatManager_ModItemDurability Parms{};

	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.OpenAllContainersAndWriteLootEconomy
// (Final, Exec, Native, Public)

void UFortCheatManager::OpenAllContainersAndWriteLootEconomy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "OpenAllContainersAndWriteLootEconomy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.Pain
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::Pain(float Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "Pain");

	Params::FortCheatManager_Pain Parms{};

	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PauseWarmup
// (Final, Exec, Native, Public)

void UFortCheatManager::PauseWarmup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PauseWarmup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PerfMemStatMonitor
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ToggleState                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::PerfMemStatMonitor(const class FString& ToggleState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PerfMemStatMonitor");

	Params::FortCheatManager_PerfMemStatMonitor Parms{};

	Parms.ToggleState = std::move(ToggleState);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PlayAthenaEmoteOnScriptedPawn
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           EmoteName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::PlayAthenaEmoteOnScriptedPawn(const class FString& EmoteName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PlayAthenaEmoteOnScriptedPawn");

	Params::FortCheatManager_PlayAthenaEmoteOnScriptedPawn Parms{};

	Parms.EmoteName = std::move(EmoteName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PrintScriptedActionManagerState
// (Final, Exec, Native, Public)

void UFortCheatManager::PrintScriptedActionManagerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PrintScriptedActionManagerState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PrintShotReport
// (Final, Exec, Native, Public)

void UFortCheatManager::PrintShotReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PrintShotReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.PrintTileWorld
// (Final, Exec, Native, Public)

void UFortCheatManager::PrintTileWorld()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "PrintTileWorld");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.QueryHighlightCount
// (Final, Exec, Native, Public)

void UFortCheatManager::QueryHighlightCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "QueryHighlightCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReadLevelSaveComponentsFromDisk
// (Final, Exec, Native, Public)

void UFortCheatManager::ReadLevelSaveComponentsFromDisk()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReadLevelSaveComponentsFromDisk");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RedoHuskSpecialEventModifiers
// (Final, Exec, Native, Public)
// Parameters:
// float                                   TargetRate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RedoHuskSpecialEventModifiers(float TargetRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RedoHuskSpecialEventModifiers");

	Params::FortCheatManager_RedoHuskSpecialEventModifiers Parms{};

	Parms.TargetRate = TargetRate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RefreshAllCalendars
// (Final, Exec, Native, Public)

void UFortCheatManager::RefreshAllCalendars()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RefreshAllCalendars");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RefreshTheaters
// (Final, Exec, Native, Public)

void UFortCheatManager::RefreshTheaters()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RefreshTheaters");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RefreshTournamentManager
// (Final, Exec, Native, Public)

void UFortCheatManager::RefreshTournamentManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RefreshTournamentManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RegenerateZoneMissions
// (Final, Exec, Native, Public)

void UFortCheatManager::RegenerateZoneMissions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RegenerateZoneMissionsWithDifficultyLevel
// (Final, Exec, Native, Public)
// Parameters:
// float                                   DifficultyLevelOverride                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RegenerateZoneMissionsWithDifficultyLevel(float DifficultyLevelOverride)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RegenerateZoneMissionsWithDifficultyLevel");

	Params::FortCheatManager_RegenerateZoneMissionsWithDifficultyLevel Parms{};

	Parms.DifficultyLevelOverride = DifficultyLevelOverride;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReInitHUD
// (Final, Exec, Native, Public)

void UFortCheatManager::ReInitHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReInitHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReleasePortal
// (Final, Exec, Native, Public)

void UFortCheatManager::ReleasePortal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReleasePortal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReleaseScriptedPawn
// (Exec, Native, Public)

void UFortCheatManager::ReleaseScriptedPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReleaseScriptedPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReloadLevelStream
// (Final, Exec, Native, Public)

void UFortCheatManager::ReloadLevelStream()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReloadLevelStream");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReloadUI
// (Final, Exec, Native, Public)

void UFortCheatManager::ReloadUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReloadUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReloadUMG
// (Final, Exec, Native, Public)

void UFortCheatManager::ReloadUMG()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReloadUMG");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RemoveDebugEncounterTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RemoveDebugEncounterTag(class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RemoveDebugEncounterTag");

	Params::FortCheatManager_RemoveDebugEncounterTag Parms{};

	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RemoveDebugSpawnAIGroupTag
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Tag                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RemoveDebugSpawnAIGroupTag(class FName Tag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RemoveDebugSpawnAIGroupTag");

	Params::FortCheatManager_RemoveDebugSpawnAIGroupTag Parms{};

	Parms.Tag = Tag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RemoveFavoriteIsland
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           IslandCode                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RemoveFavoriteIsland(const class FString& IslandCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RemoveFavoriteIsland");

	Params::FortCheatManager_RemoveFavoriteIsland Parms{};

	Parms.IslandCode = std::move(IslandCode);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RemoveGameplayModifier
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ModifierName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RemoveGameplayModifier(const class FString& ModifierName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RemoveGameplayModifier");

	Params::FortCheatManager_RemoveGameplayModifier Parms{};

	Parms.ModifierName = std::move(ModifierName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReplayLastPerfTest
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Params_0                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ReplayLastPerfTest(const class FString& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReplayLastPerfTest");

	Params::FortCheatManager_ReplayLastPerfTest Parms{};

	Parms.Params_0 = std::move(Params_0);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReRandomizeTiles
// (Final, Exec, Native, Public)

void UFortCheatManager::ReRandomizeTiles()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReRandomizeTiles");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ResetEncounterWave
// (Final, Exec, Native, Public)

void UFortCheatManager::ResetEncounterWave()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ResetEncounterWave");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ResetForcedAthenaCosmeticItems
// (Final, Exec, Native, Public)

void UFortCheatManager::ResetForcedAthenaCosmeticItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ResetForcedAthenaCosmeticItems");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ResetLastSeenAthenaStoreRefreshTime
// (Final, Exec, Native, Public)

void UFortCheatManager::ResetLastSeenAthenaStoreRefreshTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ResetLastSeenAthenaStoreRefreshTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ResetMaxAITracking
// (Final, Exec, Native, Public)

void UFortCheatManager::ResetMaxAITracking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ResetMaxAITracking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ResetWall
// (Final, Exec, Native, Public)

void UFortCheatManager::ResetWall()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ResetWall");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RespawnPlayer
// (Final, Exec, Native, Public)

void UFortCheatManager::RespawnPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RespawnPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RespawnPlayerServer
// (Final, Exec, Native, Public)

void UFortCheatManager::RespawnPlayerServer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RespawnPlayerServer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RestartMinigame
// (Exec, Native, Public)

void UFortCheatManager::RestartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RestartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RetestFailedBanhammerActions
// (Final, Exec, Native, Public)

void UFortCheatManager::RetestFailedBanhammerActions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RetestFailedBanhammerActions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ReviveFromDBNO
// (Exec, Native, Public)

void UFortCheatManager::ReviveFromDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ReviveFromDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RunMonteCarlo
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   X                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Y                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           TileGroup                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumIterations                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RunMonteCarlo(int32 X, int32 Y, const class FString& TileGroup, int32 NumIterations)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RunMonteCarlo");

	Params::FortCheatManager_RunMonteCarlo Parms{};

	Parms.X = X;
	Parms.Y = Y;
	Parms.TileGroup = std::move(TileGroup);
	Parms.NumIterations = NumIterations;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RunPawnScriptLocally
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ProfileName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RunPawnScriptLocally(const class FString& ProfileName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RunPawnScriptLocally");

	Params::FortCheatManager_RunPawnScriptLocally Parms{};

	Parms.ProfileName = std::move(ProfileName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.RunPerfMemCheatScript
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bStartStatFiles                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::RunPerfMemCheatScript(bool bStartStatFiles)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "RunPerfMemCheatScript");

	Params::FortCheatManager_RunPerfMemCheatScript Parms{};

	Parms.bStartStatFiles = bStartStatFiles;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SafeTeleport
// (Final, Exec, Native, Public)
// Parameters:
// float                                   X                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Y                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Z                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Pitch                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Yaw                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Roll                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SafeTeleport(float X, float Y, float Z, float Pitch, float Yaw, float Roll)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SafeTeleport");

	Params::FortCheatManager_SafeTeleport Parms{};

	Parms.X = X;
	Parms.Y = Y;
	Parms.Z = Z;
	Parms.Pitch = Pitch;
	Parms.Yaw = Yaw;
	Parms.Roll = Roll;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ScriptedPawnIntervalFiring
// (Exec, Native, Public)
// Parameters:
// float                                   TimeBetweenShots                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BurstAmount                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeBetweenBursts                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ScriptedPawnIntervalFiring(float TimeBetweenShots, int32 BurstAmount, float TimeBetweenBursts)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ScriptedPawnIntervalFiring");

	Params::FortCheatManager_ScriptedPawnIntervalFiring Parms{};

	Parms.TimeBetweenShots = TimeBetweenShots;
	Parms.BurstAmount = BurstAmount;
	Parms.TimeBetweenBursts = TimeBetweenBursts;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ScriptedPawnStopIntervalFiring
// (Exec, Native, Public)

void UFortCheatManager::ScriptedPawnStopIntervalFiring()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ScriptedPawnStopIntervalFiring");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ScriptedPawnToggleCrouch
// (Exec, Native, Public)

void UFortCheatManager::ScriptedPawnToggleCrouch()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ScriptedPawnToggleCrouch");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ScriptedPawnToggleFiringWithInfiniteAmmo
// (Exec, Native, Public)

void UFortCheatManager::ScriptedPawnToggleFiringWithInfiniteAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ScriptedPawnToggleFiringWithInfiniteAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SendMissionEvent
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           MissionEventName                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SendMissionEvent(const class FString& MissionEventName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SendMissionEvent");

	Params::FortCheatManager_SendMissionEvent Parms{};

	Parms.MissionEventName = std::move(MissionEventName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SendQuestEvent
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Type                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             TargetTag                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SourceTag                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             ContextTag                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SendQuestEvent(class FName Type, class FName TargetTag, class FName SourceTag, class FName ContextTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SendQuestEvent");

	Params::FortCheatManager_SendQuestEvent Parms{};

	Parms.Type = Type;
	Parms.TargetTag = TargetTag;
	Parms.SourceTag = SourceTag;
	Parms.ContextTag = ContextTag;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SendRemoteBotCommand
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           CommandToSend                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SendRemoteBotCommand(const class FString& CommandToSend)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SendRemoteBotCommand");

	Params::FortCheatManager_SendRemoteBotCommand Parms{};

	Parms.CommandToSend = std::move(CommandToSend);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SendTwitchToastNotification
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           Title                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Description                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SendTwitchToastNotification(const class FString& Title, const class FString& Description)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SendTwitchToastNotification");

	Params::FortCheatManager_SendTwitchToastNotification Parms{};

	Parms.Title = std::move(Title);
	Parms.Description = std::move(Description);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetActionMappingEnabled
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Action                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetActionMappingEnabled(class FName Action, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetActionMappingEnabled");

	Params::FortCheatManager_SetActionMappingEnabled Parms{};

	Parms.Action = Action;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetAimMode
// (Final, Exec, Native, Public)
// Parameters:
// uint32                                  Mode                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetAimMode(uint32 Mode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetAimMode");

	Params::FortCheatManager_SetAimMode Parms{};

	Parms.Mode = Mode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetAircraftFlightPath
// (Final, Exec, Native, Public)
// Parameters:
// float                                   StartDegrees                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OffsetFactor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetAircraftFlightPath(float StartDegrees, float OffsetFactor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetAircraftFlightPath");

	Params::FortCheatManager_SetAircraftFlightPath Parms{};

	Parms.StartDegrees = StartDegrees;
	Parms.OffsetFactor = OffsetFactor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetAthenaHero
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           NewHeroName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetAthenaHero(const class FString& NewHeroName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetAthenaHero");

	Params::FortCheatManager_SetAthenaHero Parms{};

	Parms.NewHeroName = std::move(NewHeroName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetAthenaHeroOnScriptedPawn
// (Exec, Native, Public)
// Parameters:
// class FString                           NewHeroName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetAthenaHeroOnScriptedPawn(const class FString& NewHeroName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetAthenaHeroOnScriptedPawn");

	Params::FortCheatManager_SetAthenaHeroOnScriptedPawn Parms{};

	Parms.NewHeroName = std::move(NewHeroName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetBackpackOnScriptedPawn
// (Exec, Native, Public)
// Parameters:
// class FString                           NewBackpack                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetBackpackOnScriptedPawn(const class FString& NewBackpack)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetBackpackOnScriptedPawn");

	Params::FortCheatManager_SetBackpackOnScriptedPawn Parms{};

	Parms.NewBackpack = std::move(NewBackpack);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetBuildFree
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bNewValue                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetBuildFree(const bool bNewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetBuildFree");

	Params::FortCheatManager_SetBuildFree Parms{};

	Parms.bNewValue = bNewValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCameraDistanceMultiplier
// (Final, Exec, Native, Public)
// Parameters:
// float                                   XMultiplier                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   YMultiplier                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ZMultiplier                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCameraDistanceMultiplier(float XMultiplier, float YMultiplier, float ZMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCameraDistanceMultiplier");

	Params::FortCheatManager_SetCameraDistanceMultiplier Parms{};

	Parms.XMultiplier = XMultiplier;
	Parms.YMultiplier = YMultiplier;
	Parms.ZMultiplier = ZMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCameraFOVMultiplier
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Multiplier                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCameraFOVMultiplier(float Multiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCameraFOVMultiplier");

	Params::FortCheatManager_SetCameraFOVMultiplier Parms{};

	Parms.Multiplier = Multiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCameraPrototype
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             ProtoName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCameraPrototype(class FName ProtoName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCameraPrototype");

	Params::FortCheatManager_SetCameraPrototype Parms{};

	Parms.ProtoName = ProtoName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCanBeDamagedOnTraceActor
// (Exec, Native, Public)
// Parameters:
// bool                                    bCanBeDamaged                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCanBeDamagedOnTraceActor(bool bCanBeDamaged)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCanBeDamagedOnTraceActor");

	Params::FortCheatManager_SetCanBeDamagedOnTraceActor Parms{};

	Parms.bCanBeDamaged = bCanBeDamaged;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCapturePercentage
// (Final, Exec, Native, Public)
// Parameters:
// float                                   NewCapturePercentage                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCapturePercentage(float NewCapturePercentage)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCapturePercentage");

	Params::FortCheatManager_SetCapturePercentage Parms{};

	Parms.NewCapturePercentage = NewCapturePercentage;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCloudAltitude
// (Final, Exec, Native, Public)
// Parameters:
// float                                   CloudAltitude                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCloudAltitude(float CloudAltitude)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCloudAltitude");

	Params::FortCheatManager_SetCloudAltitude Parms{};

	Parms.CloudAltitude = CloudAltitude;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCombatGraphHistoryLength
// (Exec, Native, Public)
// Parameters:
// int32                                   Seconds                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCombatGraphHistoryLength(int32 Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCombatGraphHistoryLength");

	Params::FortCheatManager_SetCombatGraphHistoryLength Parms{};

	Parms.Seconds = Seconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetConsole60FPSMode
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetConsole60FPSMode(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetConsole60FPSMode");

	Params::FortCheatManager_SetConsole60FPSMode Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCrossplayPreference
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NewPreference                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCrossplayPreference(int32 NewPreference)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCrossplayPreference");

	Params::FortCheatManager_SetCrossplayPreference Parms{};

	Parms.NewPreference = NewPreference;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCullValues
// (Final, Exec, Native, Public)
// Parameters:
// float                                   MinCullObjectSize                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinCullDistance                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxCullObjectSize                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxCullDistance                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCullValues(float MinCullObjectSize, float MinCullDistance, float MaxCullObjectSize, float MaxCullDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCullValues");

	Params::FortCheatManager_SetCullValues Parms{};

	Parms.MinCullObjectSize = MinCullObjectSize;
	Parms.MinCullDistance = MinCullDistance;
	Parms.MaxCullObjectSize = MaxCullObjectSize;
	Parms.MaxCullDistance = MaxCullDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetCurrentEncounterToDebug
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   EncounterIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetCurrentEncounterToDebug(int32 EncounterIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetCurrentEncounterToDebug");

	Params::FortCheatManager_SetCurrentEncounterToDebug Parms{};

	Parms.EncounterIndex = EncounterIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetDifficultyIncreaseRewardTier
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   RewardTier                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetDifficultyIncreaseRewardTier(int32 RewardTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetDifficultyIncreaseRewardTier");

	Params::FortCheatManager_SetDifficultyIncreaseRewardTier Parms{};

	Parms.RewardTier = RewardTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterDirections
// (Final, Exec, Native, Public)
// Parameters:
// TArray<EFortEncounterDirection>         Directions                                             (Parm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterDirections(const TArray<EFortEncounterDirection>& Directions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterDirections");

	Params::FortCheatManager_SetEncounterDirections Parms{};

	Parms.Directions = std::move(Directions);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterGraphsHistoryLength
// (Exec, Native, Public)
// Parameters:
// int32                                   Seconds                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterGraphsHistoryLength(int32 Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterGraphsHistoryLength");

	Params::FortCheatManager_SetEncounterGraphsHistoryLength Parms{};

	Parms.Seconds = Seconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterSimulatedNumberOfPlayers
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumPlayers                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterSimulatedNumberOfPlayers(int32 NumPlayers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterSimulatedNumberOfPlayers");

	Params::FortCheatManager_SetEncounterSimulatedNumberOfPlayers Parms{};

	Parms.NumPlayers = NumPlayers;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCap
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   SpawnPointsCap                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterSpawnPointsCap(int32 SpawnPointsCap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCap");

	Params::FortCheatManager_SetEncounterSpawnPointsCap Parms{};

	Parms.SpawnPointsCap = SpawnPointsCap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterSpawnPointsCurve
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           CurveName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterSpawnPointsCurve(const class FString& CurveName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterSpawnPointsCurve");

	Params::FortCheatManager_SetEncounterSpawnPointsCurve Parms{};

	Parms.CurveName = std::move(CurveName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEncounterTopUtilityPercentages
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           UtilitiesAndPercentages                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEncounterTopUtilityPercentages(const class FString& UtilitiesAndPercentages)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEncounterTopUtilityPercentages");

	Params::FortCheatManager_SetEncounterTopUtilityPercentages Parms{};

	Parms.UtilitiesAndPercentages = std::move(UtilitiesAndPercentages);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEventCalendarTime
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           TimeString                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEventCalendarTime(const class FString& TimeString)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEventCalendarTime");

	Params::FortCheatManager_SetEventCalendarTime Parms{};

	Parms.TimeString = std::move(TimeString);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetEventsStyleOverride
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           StyleId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetEventsStyleOverride(const class FString& StyleId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetEventsStyleOverride");

	Params::FortCheatManager_SetEventsStyleOverride Parms{};

	Parms.StyleId = std::move(StyleId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetFrameSyncMode
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Mode                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetFrameSyncMode(int32 Mode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetFrameSyncMode");

	Params::FortCheatManager_SetFrameSyncMode Parms{};

	Parms.Mode = Mode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetGameDifficultyOverride
// (Final, Exec, Native, Public)
// Parameters:
// float                                   GameDifficultyOverrideValue                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetGameDifficultyOverride(float GameDifficultyOverrideValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetGameDifficultyOverride");

	Params::FortCheatManager_SetGameDifficultyOverride Parms{};

	Parms.GameDifficultyOverrideValue = GameDifficultyOverrideValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetGameStat
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           StatName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetGameStat(const class FString& StatName, int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetGameStat");

	Params::FortCheatManager_SetGameStat Parms{};

	Parms.StatName = std::move(StatName);
	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetGlobalWind
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Magnitude                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   HeadingDegrees                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetGlobalWind(float Magnitude, float HeadingDegrees)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetGlobalWind");

	Params::FortCheatManager_SetGlobalWind Parms{};

	Parms.Magnitude = Magnitude;
	Parms.HeadingDegrees = HeadingDegrees;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHasSeenSeasonSevenTrailer
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bInHasSeen                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHasSeenSeasonSevenTrailer(bool bInHasSeen)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHasSeenSeasonSevenTrailer");

	Params::FortCheatManager_SetHasSeenSeasonSevenTrailer Parms{};

	Parms.bInHasSeen = bInHasSeen;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHeadHealthPercent
// (Final, Exec, Native, Public)
// Parameters:
// float                                   HealthPercent                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHeadHealthPercent(float HealthPercent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHeadHealthPercent");

	Params::FortCheatManager_SetHeadHealthPercent Parms{};

	Parms.HealthPercent = HealthPercent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHealthPercent
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Percent                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHealthPercent(float Percent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHealthPercent");

	Params::FortCheatManager_SetHealthPercent Parms{};

	Parms.Percent = Percent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHeroClass
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           NewHeroName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHeroClass(const class FString& NewHeroName, int32 Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHeroClass");

	Params::FortCheatManager_SetHeroClass Parms{};

	Parms.NewHeroName = std::move(NewHeroName);
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHeroLevel
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHeroLevel(int32 Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHeroLevel");

	Params::FortCheatManager_SetHeroLevel Parms{};

	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetHordePlotExpansionSize
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   XSize                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   YSize                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ZSize                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetHordePlotExpansionSize(int32 XSize, int32 YSize, int32 ZSize)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetHordePlotExpansionSize");

	Params::FortCheatManager_SetHordePlotExpansionSize Parms{};

	Parms.XSize = XSize;
	Parms.YSize = YSize;
	Parms.ZSize = ZSize;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetInfiniteAmmo
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bInValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetInfiniteAmmo(bool bInValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetInfiniteAmmo");

	Params::FortCheatManager_SetInfiniteAmmo Parms{};

	Parms.bInValue = bInValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetInputPresetName
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           PresetName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetInputPresetName(const class FString& PresetName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetInputPresetName");

	Params::FortCheatManager_SetInputPresetName Parms{};

	Parms.PresetName = std::move(PresetName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetInteractExtent
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Extent                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetInteractExtent(float Extent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetInteractExtent");

	Params::FortCheatManager_SetInteractExtent Parms{};

	Parms.Extent = Extent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetInteractionDistances
// (Final, Exec, Native, Public)
// Parameters:
// float                                   InteractionDistance                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InteractionHighlightDistance                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetInteractionDistances(float InteractionDistance, float InteractionHighlightDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetInteractionDistances");

	Params::FortCheatManager_SetInteractionDistances Parms{};

	Parms.InteractionDistance = InteractionDistance;
	Parms.InteractionHighlightDistance = InteractionHighlightDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetJumpStaminaCost
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             ModeName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetJumpStaminaCost(class FName ModeName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetJumpStaminaCost");

	Params::FortCheatManager_SetJumpStaminaCost Parms{};

	Parms.ModeName = ModeName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetLFG
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bLFG                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetLFG(bool bLFG)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetLFG");

	Params::FortCheatManager_SetLFG Parms{};

	Parms.bLFG = bLFG;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetMaxClouds
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   MaxClouds                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetMaxClouds(int32 MaxClouds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetMaxClouds");

	Params::FortCheatManager_SetMaxClouds Parms{};

	Parms.MaxClouds = MaxClouds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetPvPRoundTime
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumSeconds                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CriticalThreshold                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetPvPRoundTime(int32 NumSeconds, int32 CriticalThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetPvPRoundTime");

	Params::FortCheatManager_SetPvPRoundTime Parms{};

	Parms.NumSeconds = NumSeconds;
	Parms.CriticalThreshold = CriticalThreshold;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetPvPStalemateTime
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumSeconds                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetPvPStalemateTime(int32 NumSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetPvPStalemateTime");

	Params::FortCheatManager_SetPvPStalemateTime Parms{};

	Parms.NumSeconds = NumSeconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetRandomAircraftFlightPath
// (Final, Exec, Native, Public)

void UFortCheatManager::SetRandomAircraftFlightPath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetRandomAircraftFlightPath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetReplStat
// (Final, Exec, Native, Public)
// Parameters:
// EFortReplicatedStat                     Stat                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Amount                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetReplStat(EFortReplicatedStat Stat, int32 Amount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetReplStat");

	Params::FortCheatManager_SetReplStat Parms{};

	Parms.Stat = Stat;
	Parms.Amount = Amount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetRespawnTimerOverride
// (Final, Exec, Native, Public)
// Parameters:
// float                                   TimeUntilRespawn                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetRespawnTimerOverride(float TimeUntilRespawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetRespawnTimerOverride");

	Params::FortCheatManager_SetRespawnTimerOverride Parms{};

	Parms.TimeUntilRespawn = TimeUntilRespawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetRiftCosmeticState
// (Final, Exec, Native, Public)
// Parameters:
// ERiftCosmeticState                      NewValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetRiftCosmeticState(ERiftCosmeticState NewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetRiftCosmeticState");

	Params::FortCheatManager_SetRiftCosmeticState Parms{};

	Parms.NewValue = NewValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetSafeZoneLocationToPlayer
// (Final, Exec, Native, Public)

void UFortCheatManager::SetSafeZoneLocationToPlayer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetSafeZoneLocationToPlayer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetSafeZoneRadius
// (Final, Exec, Native, Public)
// Parameters:
// float                                   NewRadius                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetSafeZoneRadius(float NewRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetSafeZoneRadius");

	Params::FortCheatManager_SetSafeZoneRadius Parms{};

	Parms.NewRadius = NewRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetScriptedPawnLocation
// (Exec, Native, Public)
// Parameters:
// float                                   X                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Y                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Z                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetScriptedPawnLocation(float X, float Y, float Z)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetScriptedPawnLocation");

	Params::FortCheatManager_SetScriptedPawnLocation Parms{};

	Parms.X = X;
	Parms.Y = Y;
	Parms.Z = Z;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetScriptedPawnRotation
// (Exec, Native, Public)
// Parameters:
// float                                   Yaw                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetScriptedPawnRotation(float Yaw)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetScriptedPawnRotation");

	Params::FortCheatManager_SetScriptedPawnRotation Parms{};

	Parms.Yaw = Yaw;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetScriptedPawnTargeting
// (Exec, Native, Public)
// Parameters:
// bool                                    bIsTargeting                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetScriptedPawnTargeting(bool bIsTargeting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetScriptedPawnTargeting");

	Params::FortCheatManager_SetScriptedPawnTargeting Parms{};

	Parms.bIsTargeting = bIsTargeting;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetScriptedPawnVariantChannel
// (Exec, Native, Public)
// Parameters:
// class FString                           ChannelTag                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ActiveTag                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetScriptedPawnVariantChannel(const class FString& ChannelTag, const class FString& ActiveTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetScriptedPawnVariantChannel");

	Params::FortCheatManager_SetScriptedPawnVariantChannel Parms{};

	Parms.ChannelTag = std::move(ChannelTag);
	Parms.ActiveTag = std::move(ActiveTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetShieldPercent
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Percent                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetShieldPercent(float Percent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetShieldPercent");

	Params::FortCheatManager_SetShieldPercent Parms{};

	Parms.Percent = Percent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetTeam
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   TeamIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetTeam(int32 TeamIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetTeam");

	Params::FortCheatManager_SetTeam Parms{};

	Parms.TeamIndex = TeamIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetTeamOnScriptedPawn
// (Exec, Native, Public)
// Parameters:
// int32                                   NewTeamIndex                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetTeamOnScriptedPawn(int32 NewTeamIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetTeamOnScriptedPawn");

	Params::FortCheatManager_SetTeamOnScriptedPawn Parms{};

	Parms.NewTeamIndex = NewTeamIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetUnlimitedHealth
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bInValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetUnlimitedHealth(bool bInValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetUnlimitedHealth");

	Params::FortCheatManager_SetUnlimitedHealth Parms{};

	Parms.bInValue = bInValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetVehicleConfigVariable
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           VehicleName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ConfigName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ConfigValue                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetVehicleConfigVariable(const class FString& VehicleName, const class FString& ConfigName, float ConfigValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetVehicleConfigVariable");

	Params::FortCheatManager_SetVehicleConfigVariable Parms{};

	Parms.VehicleName = std::move(VehicleName);
	Parms.ConfigName = std::move(ConfigName);
	Parms.ConfigValue = ConfigValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetWallTimer
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Seconds                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetWallTimer(float Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetWallTimer");

	Params::FortCheatManager_SetWallTimer Parms{};

	Parms.Seconds = Seconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetWorldDaysElapsed
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Days                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetWorldDaysElapsed(float Days)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetWorldDaysElapsed");

	Params::FortCheatManager_SetWorldDaysElapsed Parms{};

	Parms.Days = Days;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SetWorldLevel
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SetWorldLevel(float Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SetWorldLevel");

	Params::FortCheatManager_SetWorldLevel Parms{};

	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowActiveGameplayModifiers
// (Final, Exec, Native, Public)

void UFortCheatManager::ShowActiveGameplayModifiers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowActiveGameplayModifiers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowAllMinimapIcons
// (Final, Exec, Native, Public)

void UFortCheatManager::ShowAllMinimapIcons()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowAllMinimapIcons");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowEventsDebugInfo
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bShowDebugInfo                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ShowEventsDebugInfo(bool bShowDebugInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowEventsDebugInfo");

	Params::FortCheatManager_ShowEventsDebugInfo Parms{};

	Parms.bShowDebugInfo = bShowDebugInfo;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowGameplayCaptureUI
// (Final, Exec, Native, Public)

void UFortCheatManager::ShowGameplayCaptureUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowGameplayCaptureUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowHighlightSummary
// (Final, Exec, Native, Public)

void UFortCheatManager::ShowHighlightSummary()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowHighlightSummary");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ShowHUDElement
// (Final, Exec, Native, Public)
// Parameters:
// struct FGameplayTag                     HUDElementTag                                          (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ShowHUDElement(const struct FGameplayTag& HUDElementTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ShowHUDElement");

	Params::FortCheatManager_ShowHUDElement Parms{};

	Parms.HUDElementTag = std::move(HUDElementTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SimulateLoot
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             TierGroup                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LootTier                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LootLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SimulateLoot(const class FName TierGroup, int32 LootTier, int32 LootLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SimulateLoot");

	Params::FortCheatManager_SimulateLoot Parms{};

	Parms.TierGroup = TierGroup;
	Parms.LootTier = LootTier;
	Parms.LootLevel = LootLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SimulateLootDrops
// (Final, Exec, Native, Public)

void UFortCheatManager::SimulateLootDrops()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SimulateLootDrops");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SkipAircraft
// (Final, Exec, Native, Public)

void UFortCheatManager::SkipAircraft()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SkipAircraft");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SkipSafeZones
// (Final, Exec, Native, Public)

void UFortCheatManager::SkipSafeZones()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SkipSafeZones");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnAIGroup
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SpawnGroupName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnAIGroup(const class FString& SpawnGroupName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnAIGroup");

	Params::FortCheatManager_SpawnAIGroup Parms{};

	Parms.SpawnGroupName = std::move(SpawnGroupName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnAIGroupFromExternalSpawner
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SpawnGroupName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnAIGroupFromExternalSpawner(const class FString& SpawnGroupName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupFromExternalSpawner");

	Params::FortCheatManager_SpawnAIGroupFromExternalSpawner Parms{};

	Parms.SpawnGroupName = std::move(SpawnGroupName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnAIGroupWithUpgrade
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           SpawnGroupName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           UpgradeName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnAIGroupWithUpgrade(const class FString& SpawnGroupName, const class FString& UpgradeName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnAIGroupWithUpgrade");

	Params::FortCheatManager_SpawnAIGroupWithUpgrade Parms{};

	Parms.SpawnGroupName = std::move(SpawnGroupName);
	Parms.UpgradeName = std::move(UpgradeName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnAthenaSupplyDrop
// (Final, Exec, Native, Public, HasOutParams)
// Parameters:
// class FString                           SupplyDropInfoName                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bShouldCenterGroundCheckAtFoundLocation                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnAthenaSupplyDrop(const class FString& SupplyDropInfoName, bool bShouldCenterGroundCheckAtFoundLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnAthenaSupplyDrop");

	Params::FortCheatManager_SpawnAthenaSupplyDrop Parms{};

	Parms.SupplyDropInfoName = std::move(SupplyDropInfoName);
	Parms.bShouldCenterGroundCheckAtFoundLocation = bShouldCenterGroundCheckAtFoundLocation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnContainer
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ContainerClassName                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnContainer(const class FString& ContainerClassName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnContainer");

	Params::FortCheatManager_SpawnContainer Parms{};

	Parms.ContainerClassName = std::move(ContainerClassName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnEnemyPlayer
// (Final, Exec, Native, Public)
// Parameters:
// float                                   MaxHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxShield                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* UFortCheatManager::SpawnEnemyPlayer(float MaxHealth, float MaxShield)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnEnemyPlayer");

	Params::FortCheatManager_SpawnEnemyPlayer Parms{};

	Parms.MaxHealth = MaxHealth;
	Parms.MaxShield = MaxShield;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.SpawnFoodFightObjective
// (Final, Exec, Native, Public)

void UFortCheatManager::SpawnFoodFightObjective()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnFoodFightObjective");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnPawn
// (Exec, Native, Public)
// Parameters:
// class FString                           PawnType                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPawn*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn* UFortCheatManager::SpawnPawn(const class FString& PawnType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnPawn");

	Params::FortCheatManager_SpawnPawn Parms{};

	Parms.PawnType = std::move(PawnType);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.SpawnPickup
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumItems                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SpawnDistance                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SpawnRotation                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnPickup(const class FString& ItemName, int32 NumItems, float SpawnDistance, float SpawnRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnPickup");

	Params::FortCheatManager_SpawnPickup Parms{};

	Parms.ItemName = std::move(ItemName);
	Parms.NumItems = NumItems;
	Parms.SpawnDistance = SpawnDistance;
	Parms.SpawnRotation = SpawnRotation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnScriptedPawn
// (Exec, Native, Public)
// Parameters:
// class FString                           ProfileName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* UFortCheatManager::SpawnScriptedPawn(const class FString& ProfileName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnScriptedPawn");

	Params::FortCheatManager_SpawnScriptedPawn Parms{};

	Parms.ProfileName = std::move(ProfileName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCheatManager.SpawnScriptedPawnsInFormation
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ProfileName                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RowWidth                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ColumnDepth                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Spacing                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnScriptedPawnsInFormation(const class FString& ProfileName, int32 RowWidth, int32 ColumnDepth, float Spacing)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnScriptedPawnsInFormation");

	Params::FortCheatManager_SpawnScriptedPawnsInFormation Parms{};

	Parms.ProfileName = std::move(ProfileName);
	Parms.RowWidth = RowWidth;
	Parms.ColumnDepth = ColumnDepth;
	Parms.Spacing = Spacing;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SpawnVehicle
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           CarName                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::SpawnVehicle(const class FString& CarName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SpawnVehicle");

	Params::FortCheatManager_SpawnVehicle Parms{};

	Parms.CarName = std::move(CarName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.StartLiveStreamingWindow
// (Final, Exec, Native, Public)
// Parameters:
// float                                   Seconds                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::StartLiveStreamingWindow(float Seconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "StartLiveStreamingWindow");

	Params::FortCheatManager_StartLiveStreamingWindow Parms{};

	Parms.Seconds = Seconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.StopDummyDebugEncounter
// (Final, Exec, Native, Public)

void UFortCheatManager::StopDummyDebugEncounter()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "StopDummyDebugEncounter");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.StopHighlights
// (Final, Exec, Native, Public)

void UFortCheatManager::StopHighlights()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "StopHighlights");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SwapPickerThumbstick
// (Final, Exec, Native, Public)

void UFortCheatManager::SwapPickerThumbstick()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SwapPickerThumbstick");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.SwitchTeam
// (Final, Exec, Native, Public)

void UFortCheatManager::SwitchTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "SwitchTeam");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TakeoverScriptedPawn
// (Exec, Native, Public)

void UFortCheatManager::TakeoverScriptedPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TakeoverScriptedPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TeleportToActor
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ClassOrInstanceName                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TeleportToActor(const class FString& ClassOrInstanceName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TeleportToActor");

	Params::FortCheatManager_TeleportToActor Parms{};

	Parms.ClassOrInstanceName = std::move(ClassOrInstanceName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TeleportToLocation
// (Final, Exec, Native, Public)
// Parameters:
// float                                   X                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Y                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Z                                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TeleportToLocation(float X, float Y, float Z)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TeleportToLocation");

	Params::FortCheatManager_TeleportToLocation Parms{};

	Parms.X = X;
	Parms.Y = Y;
	Parms.Z = Z;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TeleportToMissionActor
// (Final, Exec, Native, Public)

void UFortCheatManager::TeleportToMissionActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TeleportToMissionActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestBanhammer
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           InUserId                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BanCode                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BanReason                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   DesiredAction                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BanhammerActivation                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BanhammerTiming                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   BanhammerMessageType                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BanhammerCustomMessage                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           BanhammerDetails                                       (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestBanhammer(const class FString& InUserId, int32 BanCode, const class FString& BanReason, int32 DesiredAction, int32 BanhammerActivation, int32 BanhammerTiming, int32 BanhammerMessageType, const class FString& BanhammerCustomMessage, const class FString& BanhammerDetails)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestBanhammer");

	Params::FortCheatManager_TestBanhammer Parms{};

	Parms.InUserId = std::move(InUserId);
	Parms.BanCode = BanCode;
	Parms.BanReason = std::move(BanReason);
	Parms.DesiredAction = DesiredAction;
	Parms.BanhammerActivation = BanhammerActivation;
	Parms.BanhammerTiming = BanhammerTiming;
	Parms.BanhammerMessageType = BanhammerMessageType;
	Parms.BanhammerCustomMessage = std::move(BanhammerCustomMessage);
	Parms.BanhammerDetails = std::move(BanhammerDetails);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestCancelLobby
// (Final, Exec, Native, Public)

void UFortCheatManager::TestCancelLobby()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestCancelLobby");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestChangePartyPrivacy
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bPrivate                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLeaderFriendsOnly                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLeaderInvitesOnly                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestChangePartyPrivacy(bool bPrivate, bool bLeaderFriendsOnly, bool bLeaderInvitesOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestChangePartyPrivacy");

	Params::FortCheatManager_TestChangePartyPrivacy Parms{};

	Parms.bPrivate = bPrivate;
	Parms.bLeaderFriendsOnly = bLeaderFriendsOnly;
	Parms.bLeaderInvitesOnly = bLeaderInvitesOnly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestChangePartySize
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NewSize                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestChangePartySize(int32 NewSize)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestChangePartySize");

	Params::FortCheatManager_TestChangePartySize Parms{};

	Parms.NewSize = NewSize;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestCheckBansAtMatchStart
// (Final, Exec, Native, Public)

void UFortCheatManager::TestCheckBansAtMatchStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestCheckBansAtMatchStart");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestCloseClientConfirmationMessage
// (Final, Exec, Native, Public)

void UFortCheatManager::TestCloseClientConfirmationMessage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestCloseClientConfirmationMessage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestDisconnect
// (Final, Exec, Native, Public)

void UFortCheatManager::TestDisconnect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestDisconnect");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestEncryptAPI
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           InUserId                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           InSessionId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestEncryptAPI(const class FString& InUserId, const class FString& InSessionId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestEncryptAPI");

	Params::FortCheatManager_TestEncryptAPI Parms{};

	Parms.InUserId = std::move(InUserId);
	Parms.InSessionId = std::move(InSessionId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestJoin
// (Final, Exec, Native, Public)

void UFortCheatManager::TestJoin()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestJoin");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestKnockback
// (Final, Exec, Native, Public)
// Parameters:
// float                                   KnockbackMagnitude                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   KnockbackZAngle                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestKnockback(float KnockbackMagnitude, float KnockbackZAngle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestKnockback");

	Params::FortCheatManager_TestKnockback Parms{};

	Parms.KnockbackMagnitude = KnockbackMagnitude;
	Parms.KnockbackZAngle = KnockbackZAngle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestLeaveGame
// (Final, Exec, Native, Public)

void UFortCheatManager::TestLeaveGame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestLeaveGame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestOutpostUI
// (Final, Exec, Native, Public)

void UFortCheatManager::TestOutpostUI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestOutpostUI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestPlayerCollector
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumPackets                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Payload                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestPlayerCollector(int32 NumPackets, const class FString& Payload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestPlayerCollector");

	Params::FortCheatManager_TestPlayerCollector Parms{};

	Parms.NumPackets = NumPackets;
	Parms.Payload = std::move(Payload);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestRegenId
// (Final, Exec, Native, Public)

void UFortCheatManager::TestRegenId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestRegenId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestSafeZoneLocations
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   NumPasses                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PhaseToDraw                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestSafeZoneLocations(int32 NumPasses, int32 PhaseToDraw)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestSafeZoneLocations");

	Params::FortCheatManager_TestSafeZoneLocations Parms{};

	Parms.NumPasses = NumPasses;
	Parms.PhaseToDraw = PhaseToDraw;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestSetOutpostDefenseActive
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bActive                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestSetOutpostDefenseActive(bool bActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestSetOutpostDefenseActive");

	Params::FortCheatManager_TestSetOutpostDefenseActive Parms{};

	Parms.bActive = bActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestStun
// (Final, Exec, Native, Public)
// Parameters:
// float                                   StunStime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestStun(float StunStime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestStun");

	Params::FortCheatManager_TestStun Parms{};

	Parms.StunStime = StunStime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestSuddenPortChange
// (Final, Exec, Native, Public)
// Parameters:
// uint32                                  NumConnections                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestSuddenPortChange(uint32 NumConnections)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestSuddenPortChange");

	Params::FortCheatManager_TestSuddenPortChange Parms{};

	Parms.NumConnections = NumConnections;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestTournamentOver
// (Final, Exec, Native, Public)

void UFortCheatManager::TestTournamentOver()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestTournamentOver");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TestUpgradeOutpostItem
// (Final, Exec, Native, Public)
// Parameters:
// class FString                           ItemTemplateId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TestUpgradeOutpostItem(const class FString& ItemTemplateId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TestUpgradeOutpostItem");

	Params::FortCheatManager_TestUpgradeOutpostItem Parms{};

	Parms.ItemTemplateId = std::move(ItemTemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAIAnim
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleAIAnim()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAIAnim");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAIDespawning
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleAIDespawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAIDespawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAIDirectorLogging
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleAIDirectorLogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAIDirectorLogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAISpawnCap
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleAISpawnCap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAISpawnCap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAISpawning
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleAISpawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAISpawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleAutoRestartMinigame
// (Exec, Native, Public)

void UFortCheatManager::ToggleAutoRestartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleAutoRestartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleBuildingActorsTransparency
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleBuildingActorsTransparency()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleBuildingActorsTransparency");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleBuildingHighlights
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleBuildingHighlights()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleBuildingHighlights");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleCharacterBackpack
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleCharacterBackpack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleCharacterBackpack");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleCharacterHeadAccessories
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleCharacterHeadAccessories()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleCharacterHeadAccessories");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleCombatGraph
// (Exec, Native, Public)

void UFortCheatManager::ToggleCombatGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleCombatGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleContextMenus
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleContextMenus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleContextMenus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleDebugHUDObjectiveHeight
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleDebugHUDObjectiveHeight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleDebugHUDObjectiveHeight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleDrawRunVariationDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleDrawRunVariationDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleDrawRunVariationDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleDrawTargetSelectionDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleDrawTargetSelectionDebugByClass
// (Final, Exec, Native, Public)
// Parameters:
// TSubclassOf<class AActor>               TargetSelectionDebugSourceClass                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ToggleDrawTargetSelectionDebugByClass(TSubclassOf<class AActor> TargetSelectionDebugSourceClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleDrawTargetSelectionDebugByClass");

	Params::FortCheatManager_ToggleDrawTargetSelectionDebugByClass Parms{};

	Parms.TargetSelectionDebugSourceClass = TargetSelectionDebugSourceClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleDrawTurnTransitionDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleDrawTurnTransitionDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleDrawTurnTransitionDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleEncounterEQSDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleEncounterEQSDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleEncounterEQSDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleEncounterModifierTags
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleEncounterModifierTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleEncounterModifierTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleExplorationBadgeView
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleExplorationBadgeView()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleExplorationBadgeView");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleExplorationLogging
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleExplorationLogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleExplorationLogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleFactorGraph
// (Exec, Native, Public)

void UFortCheatManager::ToggleFactorGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleFactorGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleFloorsOnMiniMap
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleFloorsOnMiniMap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleFloorsOnMiniMap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleFreezeAILOD
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleFreezeAILOD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleFreezeAILOD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleGameDifficultyHUD
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleGameDifficultyHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleGameDifficultyHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleHeroVisibility
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleHeroVisibility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleHeroVisibility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleIndestructibleKeep
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleIndestructibleKeep()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleIndestructibleKeep");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInfiniteAmmo
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInfiniteAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInfiniteDurability
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInfiniteDurability()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteDurability");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInfiniteStamina
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInfiniteStamina()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInfiniteStamina");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleIntensityGraph
// (Exec, Native, Public)

void UFortCheatManager::ToggleIntensityGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleIntensityGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleIntensityHUD
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleIntensityHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleIntensityHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInteractTrace
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInteractTrace()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInteractTrace");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInvincibleCornerstones
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInvincibleCornerstones()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInvincibleCornerstones");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleInWorldScoreNumbers
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleInWorldScoreNumbers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleInWorldScoreNumbers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleItemIdsOnCards
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleItemIdsOnCards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleItemIdsOnCards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleLogCharacterCustomization
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleLogCharacterCustomization()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleLogCharacterCustomization");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleMaxAIHUD
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleMaxAIHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleMaxAIHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleMustUseJetpackToggle
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleMustUseJetpackToggle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleMustUseJetpackToggle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleNewFrontEndCameraManagement
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleNewFrontEndCameraManagement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleNewFrontEndCameraManagement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleNoCoolDown
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleNoCoolDown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleNoCoolDown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TogglePickers
// (Final, Exec, Native, Public)

void UFortCheatManager::TogglePickers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TogglePickers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TogglePickupSpline
// (Final, Exec, Native, Public)

void UFortCheatManager::TogglePickupSpline()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TogglePickupSpline");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TogglePIDContributionsGraph
// (Exec, Native, Public)

void UFortCheatManager::TogglePIDContributionsGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TogglePIDContributionsGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TogglePIDValuesGraph
// (Exec, Native, Public)

void UFortCheatManager::TogglePIDValuesGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TogglePIDValuesGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TogglePlayerNames
// (Exec, Native, Public)

void UFortCheatManager::TogglePlayerNames()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TogglePlayerNames");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleSecondaryMissionHeaders
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleSecondaryMissionHeaders()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleSecondaryMissionHeaders");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleShotLogging
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleShotLogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleShotLogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleSpawnPointsHUD
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleSpawnPointsHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleSpawnPointsHUD");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleTreeVisibility
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleTreeVisibility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleTreeVisibility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleUnlimitedAIHealth
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleUnlimitedAIHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleUnlimitedAIHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleUnlimitedHealth
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleUnlimitedHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleUnlimitedHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleUseNewItemCards
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleUseNewItemCards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleUseNewItemCards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleUtilitiesGraph
// (Exec, Native, Public)

void UFortCheatManager::ToggleUtilitiesGraph()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleUtilitiesGraph");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleVoiceDebug
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleVoiceDebug()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleVoiceDebug");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleWalkOnWalls
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleWalkOnWalls()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleWalkOnWalls");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleWindDebugDeltaBoundsDisplay
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleWindDebugDeltaBoundsDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleWindDebugDeltaBoundsDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleWindDebugDisplay
// (Final, Exec, Native, Public)
// Parameters:
// float                                   NewRefreshRate                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::ToggleWindDebugDisplay(float NewRefreshRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleWindDebugDisplay");

	Params::FortCheatManager_ToggleWindDebugDisplay Parms{};

	Parms.NewRefreshRate = NewRefreshRate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ToggleWindDebugVolumeDisplay
// (Final, Exec, Native, Public)

void UFortCheatManager::ToggleWindDebugVolumeDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ToggleWindDebugVolumeDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TriggerDelayReturnToLobby
// (Final, Exec, Native, Public)
// Parameters:
// int32                                   MinTime                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxTime                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TriggerDelayReturnToLobby(int32 MinTime, int32 MaxTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TriggerDelayReturnToLobby");

	Params::FortCheatManager_TriggerDelayReturnToLobby Parms{};

	Parms.MinTime = MinTime;
	Parms.MaxTime = MaxTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TriggerOutOfStaminaFeedback
// (Final, Exec, Native, Public)

void UFortCheatManager::TriggerOutOfStaminaFeedback()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TriggerOutOfStaminaFeedback");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialAddHidden
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Hidden                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TutorialAddHidden(class FName Hidden)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialAddHidden");

	Params::FortCheatManager_TutorialAddHidden Parms{};

	Parms.Hidden = Hidden;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialAddHighlight
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Highlight                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TutorialAddHighlight(class FName Highlight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialAddHighlight");

	Params::FortCheatManager_TutorialAddHighlight Parms{};

	Parms.Highlight = Highlight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialListAll
// (Final, Exec, Native, Public)

void UFortCheatManager::TutorialListAll()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialListAll");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialListHidden
// (Final, Exec, Native, Public)

void UFortCheatManager::TutorialListHidden()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialListHidden");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialListHighlights
// (Final, Exec, Native, Public)

void UFortCheatManager::TutorialListHighlights()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialListHighlights");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialRemoveHidden
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Hidden                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TutorialRemoveHidden(class FName Hidden)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHidden");

	Params::FortCheatManager_TutorialRemoveHidden Parms{};

	Parms.Hidden = Hidden;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.TutorialRemoveHighlight
// (Final, Exec, Native, Public)
// Parameters:
// class FName                             Highlight                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::TutorialRemoveHighlight(class FName Highlight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "TutorialRemoveHighlight");

	Params::FortCheatManager_TutorialRemoveHighlight Parms{};

	Parms.Highlight = Highlight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.UnforceAILODs
// (Final, Exec, Native, Public)

void UFortCheatManager::UnforceAILODs()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "UnforceAILODs");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.UnlockAllDefenders
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    InUnlockAllDefenders                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCheatManager::UnlockAllDefenders(bool InUnlockAllDefenders)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "UnlockAllDefenders");

	Params::FortCheatManager_UnlockAllDefenders Parms{};

	Parms.InUnlockAllDefenders = InUnlockAllDefenders;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.UnlockAllZones
// (Final, Exec, Native, Public)

void UFortCheatManager::UnlockAllZones()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "UnlockAllZones");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ViewStuck
// (Final, Exec, Native, Public)

void UFortCheatManager::ViewStuck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ViewStuck");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.WannaGun
// (Final, Exec, Native, Public)

void UFortCheatManager::WannaGun()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "WannaGun");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.WriteLevelSaveComponentsToDisk
// (Final, Exec, Native, Public)

void UFortCheatManager::WriteLevelSaveComponentsToDisk()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "WriteLevelSaveComponentsToDisk");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.WriteLootReport
// (Final, Exec, Native, Public)

void UFortCheatManager::WriteLootReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "WriteLootReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListConsumables
// (Final, Exec, Native, Public, Const)

void UFortCheatManager::ListConsumables() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListConsumables");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListGadgets
// (Final, Exec, Native, Public, Const)

void UFortCheatManager::ListGadgets() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListGadgets");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListTraps
// (Final, Exec, Native, Public, Const)

void UFortCheatManager::ListTraps() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListTraps");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCheatManager.ListWeapons
// (Final, Exec, Native, Public, Const)

void UFortCheatManager::ListWeapons() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCheatManager", "ListWeapons");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPetAnimInstance.ApplyOrRemoveFlagsFromEmote
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMontageItemDefinitionBase*   Emote                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApply                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPetAnimInstance::ApplyOrRemoveFlagsFromEmote(const class UFortMontageItemDefinitionBase* Emote, bool bApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPetAnimInstance", "ApplyOrRemoveFlagsFromEmote");

	Params::FortPetAnimInstance_ApplyOrRemoveFlagsFromEmote Parms{};

	Parms.Emote = Emote;
	Parms.bApply = bApply;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPetAnimInstance.TEMP_GetActiveTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortPetAnimInstance::TEMP_GetActiveTag()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPetAnimInstance", "TEMP_GetActiveTag");

	Params::FortPetAnimInstance_TEMP_GetActiveTag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPetAnimInstance.TEMP_OnActiveTagChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// struct FGameplayTag                     NewTag                                                 (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPetAnimInstance::TEMP_OnActiveTagChanged(const struct FGameplayTag& NewTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPetAnimInstance", "TEMP_OnActiveTagChanged");

	Params::FortPetAnimInstance_TEMP_OnActiveTagChanged Parms{};

	Parms.NewTag = std::move(NewTag);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortClientAnnouncement_Basic.OnRep_BasicData
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FFortClientAnnouncementData_BasicPreviousBasicData                                      (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Basic::OnRep_BasicData(const struct FFortClientAnnouncementData_Basic& PreviousBasicData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Basic", "OnRep_BasicData");

	Params::FortClientAnnouncement_Basic_OnRep_BasicData Parms{};

	Parms.PreviousBasicData = std::move(PreviousBasicData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Basic.SetDetailText
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// class FText                             DetailText                                             (Parm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Basic::SetDetailText(const class FText& DetailText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Basic", "SetDetailText");

	Params::FortClientAnnouncement_Basic_SetDetailText Parms{};

	Parms.DetailText = std::move(DetailText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Basic.SetDisplayTime
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// float                                   DisplayTime                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Basic::SetDisplayTime(float DisplayTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Basic", "SetDisplayTime");

	Params::FortClientAnnouncement_Basic_SetDisplayTime Parms{};

	Parms.DisplayTime = DisplayTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Basic.SetIcon
// (BlueprintAuthorityOnly, Native, Public, HasOutParams)
// Parameters:
// struct FSlateBrush                      Icon                                                   (Parm, OutParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Basic::SetIcon(struct FSlateBrush* Icon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Basic", "SetIcon");

	Params::FortClientAnnouncement_Basic_SetIcon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Icon != nullptr)
		*Icon = std::move(Parms.Icon);
}


// Function FortniteGame.FortClientAnnouncement_Basic.SetTitleText
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// class FText                             TitleText                                              (Parm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Basic::SetTitleText(const class FText& TitleText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Basic", "SetTitleText");

	Params::FortClientAnnouncement_Basic_SetTitleText Parms{};

	Parms.TitleText = std::move(TitleText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Cinematic.OnPlayerSkippedCutscene
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortClientAnnouncement_Cinematic::OnPlayerSkippedCutscene()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Cinematic", "OnPlayerSkippedCutscene");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortClientAnnouncement_Conversation.CurrentSentenceAudioFinished
// (Final, Native, Private)

void AFortClientAnnouncement_Conversation::CurrentSentenceAudioFinished()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Conversation", "CurrentSentenceAudioFinished");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.PlayConversation
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::PlayConversation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "PlayConversation");

	Params::FortClientAnnouncement_ConversationCodeInterface_PlayConversation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.PlayConversationFromSentence
// (BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortConversationSentence        StartingSentence                                       (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::PlayConversationFromSentence(const struct FFortConversationSentence& StartingSentence)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "PlayConversationFromSentence");

	Params::FortClientAnnouncement_ConversationCodeInterface_PlayConversationFromSentence Parms{};

	Parms.StartingSentence = std::move(StartingSentence);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.PlayConversationFromSentenceIndex
// (BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   StartingSentenceIndex                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::PlayConversationFromSentenceIndex(int32 StartingSentenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "PlayConversationFromSentenceIndex");

	Params::FortClientAnnouncement_ConversationCodeInterface_PlayConversationFromSentenceIndex Parms{};

	Parms.StartingSentenceIndex = StartingSentenceIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.StopConversation
// (BlueprintCosmetic, Native, Public, BlueprintCallable)

void IFortClientAnnouncement_ConversationCodeInterface::StopConversation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "StopConversation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.IsPlayingConversation
// (BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bCheckAudioComponent                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::IsPlayingConversation(bool bCheckAudioComponent) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "IsPlayingConversation");

	Params::FortClientAnnouncement_ConversationCodeInterface_IsPlayingConversation Parms{};

	Parms.bCheckAudioComponent = bCheckAudioComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.IsPlayingSentence
// (BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortConversationSentence        Sentence                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::IsPlayingSentence(const struct FFortConversationSentence& Sentence) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "IsPlayingSentence");

	Params::FortClientAnnouncement_ConversationCodeInterface_IsPlayingSentence Parms{};

	Parms.Sentence = std::move(Sentence);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationCodeInterface.IsPlayingSentenceIndex
// (BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SentenceIndex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationCodeInterface::IsPlayingSentenceIndex(int32 SentenceIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationCodeInterface", "IsPlayingSentenceIndex");

	Params::FortClientAnnouncement_ConversationCodeInterface_IsPlayingSentenceIndex Parms{};

	Parms.SentenceIndex = SentenceIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_ConversationInterface.OnConversationFinished
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FFortConversationSentence        FinishingSentence                                      (Parm, NativeAccessSpecifierPublic)
// int32                                   FinishingSentenceSentenceIndex                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_ConversationInterface::OnConversationFinished(const struct FFortConversationSentence& FinishingSentence, int32 FinishingSentenceSentenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationInterface", "OnConversationFinished");

	Params::FortClientAnnouncement_ConversationInterface_OnConversationFinished Parms{};

	Parms.FinishingSentence = std::move(FinishingSentence);
	Parms.FinishingSentenceSentenceIndex = FinishingSentenceSentenceIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortClientAnnouncement_ConversationInterface.OnConversationStarted
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// struct FFortConversationSentence        StartingSentence                                       (Parm, NativeAccessSpecifierPublic)
// int32                                   StartingSentenceIndex                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_ConversationInterface::OnConversationStarted(const struct FFortConversationSentence& StartingSentence, int32 StartingSentenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationInterface", "OnConversationStarted");

	Params::FortClientAnnouncement_ConversationInterface_OnConversationStarted Parms{};

	Parms.StartingSentence = std::move(StartingSentence);
	Parms.StartingSentenceIndex = StartingSentenceIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortClientAnnouncement_ConversationInterface.OnSentenceFinished
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortConversationSentence        Sentence                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   SentenceIndex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_ConversationInterface::OnSentenceFinished(const struct FFortConversationSentence& Sentence, int32 SentenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationInterface", "OnSentenceFinished");

	Params::FortClientAnnouncement_ConversationInterface_OnSentenceFinished Parms{};

	Parms.Sentence = std::move(Sentence);
	Parms.SentenceIndex = SentenceIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortClientAnnouncement_ConversationInterface.OnSentenceStarted
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortConversationSentence        Sentence                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   SentenceIndex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_ConversationInterface::OnSentenceStarted(const struct FFortConversationSentence& Sentence, int32 SentenceIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationInterface", "OnSentenceStarted");

	Params::FortClientAnnouncement_ConversationInterface_OnSentenceStarted Parms{};

	Parms.Sentence = std::move(Sentence);
	Parms.SentenceIndex = SentenceIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortClientAnnouncement_ConversationInterface.ShouldPlaySentence
// (BlueprintCosmetic, Native, Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// struct FFortConversationSentence        NewSentence                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortClientAnnouncement_ConversationInterface::ShouldPlaySentence(const struct FFortConversationSentence& NewSentence) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_ConversationInterface", "ShouldPlaySentence");

	Params::FortClientAnnouncement_ConversationInterface_ShouldPlaySentence Parms{};

	Parms.NewSentence = std::move(NewSentence);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.AddGamepadActionTextPair
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// struct FActionTextPair                  Pair                                                   (Parm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::AddGamepadActionTextPair(const struct FActionTextPair& Pair)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "AddGamepadActionTextPair");

	Params::FortClientAnnouncement_Keybinding_AddGamepadActionTextPair Parms{};

	Parms.Pair = std::move(Pair);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.OnRep_KeybindingData
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FFortClientAnnouncementData_KeybindingPreviousKeybindingData                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::OnRep_KeybindingData(const struct FFortClientAnnouncementData_Keybinding& PreviousKeybindingData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "OnRep_KeybindingData");

	Params::FortClientAnnouncement_Keybinding_OnRep_KeybindingData Parms{};

	Parms.PreviousKeybindingData = std::move(PreviousKeybindingData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.ResetGamepadActionTextPairList
// (BlueprintAuthorityOnly, Native, Public)

void AFortClientAnnouncement_Keybinding::ResetGamepadActionTextPairList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "ResetGamepadActionTextPairList");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.SetDetailText
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// class FText                             DetailText                                             (Parm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::SetDetailText(const class FText& DetailText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "SetDetailText");

	Params::FortClientAnnouncement_Keybinding_SetDetailText Parms{};

	Parms.DetailText = std::move(DetailText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.SetDisplayTime
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// float                                   DisplayTime                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::SetDisplayTime(float DisplayTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "SetDisplayTime");

	Params::FortClientAnnouncement_Keybinding_SetDisplayTime Parms{};

	Parms.DisplayTime = DisplayTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.SetIcon
// (BlueprintAuthorityOnly, Native, Public, HasOutParams)
// Parameters:
// struct FSlateBrush                      Icon                                                   (Parm, OutParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::SetIcon(struct FSlateBrush* Icon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "SetIcon");

	Params::FortClientAnnouncement_Keybinding_SetIcon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Icon != nullptr)
		*Icon = std::move(Parms.Icon);
}


// Function FortniteGame.FortClientAnnouncement_Keybinding.SetTitleText
// (BlueprintAuthorityOnly, Native, Public)
// Parameters:
// class FText                             TitleText                                              (Parm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_Keybinding::SetTitleText(const class FText& TitleText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_Keybinding", "SetTitleText");

	Params::FortClientAnnouncement_Keybinding_SetTitleText Parms{};

	Parms.TitleText = std::move(TitleText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialConversation.OnRep_TutorialData
// (Final, Native, Protected, HasOutParams)
// Parameters:
// struct FFortClientAnnouncementData_TutorialPreviousTutorialData                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortClientAnnouncement_TutorialConversation::OnRep_TutorialData(const struct FFortClientAnnouncementData_Tutorial& PreviousTutorialData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialConversation", "OnRep_TutorialData");

	Params::FortClientAnnouncement_TutorialConversation_OnRep_TutorialData Parms{};

	Parms.PreviousTutorialData = std::move(PreviousTutorialData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.HideTutorialWidget
// (Native, Public, BlueprintCallable)

void IFortClientAnnouncement_TutorialInterface::HideTutorialWidget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "HideTutorialWidget");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetButtonEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bButtonEnabled                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetButtonEnabled(bool bButtonEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetButtonEnabled");

	Params::FortClientAnnouncement_TutorialInterface_SetButtonEnabled Parms{};

	Parms.bButtonEnabled = bButtonEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetDetailText
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             NameText                                               (Parm, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetDetailText(const class FText& NameText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetDetailText");

	Params::FortClientAnnouncement_TutorialInterface_SetDetailText Parms{};

	Parms.NameText = std::move(NameText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetHAlign
// (Native, Public, BlueprintCallable)
// Parameters:
// EHorizontalAlignment                    HAlign                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetHAlign(EHorizontalAlignment HAlign)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetHAlign");

	Params::FortClientAnnouncement_TutorialInterface_SetHAlign Parms{};

	Parms.HAlign = HAlign;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetLightboxDisableInputOnly
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bLightboxDisableInputOnly                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetLightboxDisableInputOnly(bool bLightboxDisableInputOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetLightboxDisableInputOnly");

	Params::FortClientAnnouncement_TutorialInterface_SetLightboxDisableInputOnly Parms{};

	Parms.bLightboxDisableInputOnly = bLightboxDisableInputOnly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetLightboxEnabled
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bLightboxEnabled                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetLightboxEnabled(bool bLightboxEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetLightboxEnabled");

	Params::FortClientAnnouncement_TutorialInterface_SetLightboxEnabled Parms{};

	Parms.bLightboxEnabled = bLightboxEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetNameText
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             NameText                                               (Parm, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetNameText(const class FText& NameText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetNameText");

	Params::FortClientAnnouncement_TutorialInterface_SetNameText Parms{};

	Parms.NameText = std::move(NameText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetPadding
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FMargin                          Padding                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetPadding(const struct FMargin& Padding)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetPadding");

	Params::FortClientAnnouncement_TutorialInterface_SetPadding Parms{};

	Parms.Padding = std::move(Padding);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetSystemText
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             SystemText                                             (Parm, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetSystemText(const class FText& SystemText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetSystemText");

	Params::FortClientAnnouncement_TutorialInterface_SetSystemText Parms{};

	Parms.SystemText = std::move(SystemText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetTitleText
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             NameText                                               (Parm, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetTitleText(const class FText& NameText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetTitleText");

	Params::FortClientAnnouncement_TutorialInterface_SetTitleText Parms{};

	Parms.NameText = std::move(NameText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.SetVAlign
// (Native, Public, BlueprintCallable)
// Parameters:
// EVerticalAlignment                      VAlign                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::SetVAlign(EVerticalAlignment VAlign)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "SetVAlign");

	Params::FortClientAnnouncement_TutorialInterface_SetVAlign Parms{};

	Parms.VAlign = VAlign;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncement_TutorialInterface.WaitForContinue
// (Native, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLatentActionInfo                LatentInfo                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void IFortClientAnnouncement_TutorialInterface::WaitForContinue(class UObject* WorldContextObject, const struct FLatentActionInfo& LatentInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncement_TutorialInterface", "WaitForContinue");

	Params::FortClientAnnouncement_TutorialInterface_WaitForContinue Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LatentInfo = std::move(LatentInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncementManager.OnRep_CancelledAnnouncements
// (Final, Native, Protected)

void AFortClientAnnouncementManager::OnRep_CancelledAnnouncements()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncementManager", "OnRep_CancelledAnnouncements");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortClientAnnouncementManager.OnRep_ClientAnnouncements
// (Final, Native, Protected, HasOutParams)
// Parameters:
// TArray<class AFortClientAnnouncement*>  PreviousClientAnnouncements                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortClientAnnouncementManager::OnRep_ClientAnnouncements(TArray<class AFortClientAnnouncement*>* PreviousClientAnnouncements)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientAnnouncementManager", "OnRep_ClientAnnouncements");

	Params::FortClientAnnouncementManager_OnRep_ClientAnnouncements Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (PreviousClientAnnouncements != nullptr)
		*PreviousClientAnnouncements = std::move(Parms.PreviousClientAnnouncements);
}


// Function FortniteGame.FortPlayerDiedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerPawn*                  _KilledPlayer                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledPlayerController                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledBy                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDiedParams::BreakParams(class AFortPlayerPawn** _KilledPlayer, class AController** _KilledPlayerController, class AController** _KilledBy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDiedParams", "BreakParams");

	Params::FortPlayerDiedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_KilledPlayer != nullptr)
		*_KilledPlayer = Parms._KilledPlayer;

	if (_KilledPlayerController != nullptr)
		*_KilledPlayerController = Parms._KilledPlayerController;

	if (_KilledBy != nullptr)
		*_KilledBy = Parms._KilledBy;
}


// Function FortniteGame.FortPlayerDiedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  _KilledPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledPlayerController                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledBy                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerDiedParams*            ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDiedParams::SetParams(class AFortPlayerPawn* _KilledPlayer, class AController* _KilledPlayerController, class AController* _KilledBy, class UFortPlayerDiedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDiedParams", "SetParams");

	Params::FortPlayerDiedParams_SetParams Parms{};

	Parms._KilledPlayer = _KilledPlayer;
	Parms._KilledPlayerController = _KilledPlayerController;
	Parms._KilledBy = _KilledBy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortEnemyKilledParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn*                        _KilledPawn                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _KilledBy                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEnemyKilledParams::BreakParams(class AFortPawn** _KilledPawn, class AFortPlayerController** _KilledBy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEnemyKilledParams", "BreakParams");

	Params::FortEnemyKilledParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_KilledPawn != nullptr)
		*_KilledPawn = Parms._KilledPawn;

	if (_KilledBy != nullptr)
		*_KilledBy = Parms._KilledBy;
}


// Function FortniteGame.FortEnemyKilledParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPawn*                        _KilledPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _KilledBy                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortEnemyKilledParams*           ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEnemyKilledParams::SetParams(class AFortPawn* _KilledPawn, class AFortPlayerController* _KilledBy, class UFortEnemyKilledParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEnemyKilledParams", "SetParams");

	Params::FortEnemyKilledParams_SetParams Parms{};

	Parms._KilledPawn = _KilledPawn;
	Parms._KilledBy = _KilledBy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortClientEventInterface.BlueprintCustomHandleClientEvent
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class UObject*                          EventSource                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventFocus                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortClientEvent                 ClientEvent                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void IFortClientEventInterface::BlueprintCustomHandleClientEvent(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortClientEventInterface", "BlueprintCustomHandleClientEvent");

	Params::FortClientEventInterface_BlueprintCustomHandleClientEvent Parms{};

	Parms.EventSource = EventSource;
	Parms.EventFocus = EventFocus;
	Parms.ClientEvent = std::move(ClientEvent);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.WorldMapPinManager.CreateWorldMapPin
// (Event, Protected, BlueprintEvent)
// Parameters:
// class FString                           TheaterId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AWorldMapPin*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AWorldMapPin* AWorldMapPinManager::CreateWorldMapPin(const class FString& TheaterId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("WorldMapPinManager", "CreateWorldMapPin");

	Params::WorldMapPinManager_CreateWorldMapPin Parms{};

	Parms.TheaterId = std::move(TheaterId);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.DestroyAllFortPickupsWithItem
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ItemDefinitionToCheck                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPvPFunctionLibrary::DestroyAllFortPickupsWithItem(class UObject* WorldContextObject, const class UFortWorldItemDefinition* ItemDefinitionToCheck)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "DestroyAllFortPickupsWithItem");

	Params::FortPvPFunctionLibrary_DestroyAllFortPickupsWithItem Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.ItemDefinitionToCheck = ItemDefinitionToCheck;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPvPFunctionLibrary.FirePvPVictoryMissionEvent
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   InWinningTeam                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPvPFunctionLibrary::FirePvPVictoryMissionEvent(class UObject* WorldContextObject, uint8 InWinningTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "FirePvPVictoryMissionEvent");

	Params::FortPvPFunctionLibrary_FirePvPVictoryMissionEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.InWinningTeam = InWinningTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetBaseBuildingCost
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   BuildingActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPvPFunctionLibrary::GetBaseBuildingCost(class ABuildingActor* BuildingActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetBaseBuildingCost");

	Params::FortPvPFunctionLibrary_GetBaseBuildingCost Parms{};

	Parms.BuildingActor = BuildingActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetBaseDestructionTeamInfo
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTeamInfoPvPBaseDestruction*  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTeamInfoPvPBaseDestruction* UFortPvPFunctionLibrary::GetBaseDestructionTeamInfo(class UObject* WorldContextObject, uint8 Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetBaseDestructionTeamInfo");

	Params::FortPvPFunctionLibrary_GetBaseDestructionTeamInfo Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetDifficultyRowNamesFromPvPRating
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class FName>                     OutDifficultyRows                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// float                                   InPvPRating                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPvPFunctionLibrary::GetDifficultyRowNamesFromPvPRating(TArray<class FName>* OutDifficultyRows, const float InPvPRating)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetDifficultyRowNamesFromPvPRating");

	Params::FortPvPFunctionLibrary_GetDifficultyRowNamesFromPvPRating Parms{};

	Parms.InPvPRating = InPvPRating;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutDifficultyRows != nullptr)
		*OutDifficultyRows = std::move(Parms.OutDifficultyRows);
}


// Function FortniteGame.FortPvPFunctionLibrary.GetMatchLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPvPFunctionLibrary::GetMatchLevel(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetMatchLevel");

	Params::FortPvPFunctionLibrary_GetMatchLevel Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetRoundTimeAccumulated
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortPvPFunctionLibrary::GetRoundTimeAccumulated(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetRoundTimeAccumulated");

	Params::FortPvPFunctionLibrary_GetRoundTimeAccumulated Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetTeamCornerstone
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPvPBaseCornerstone*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPvPBaseCornerstone* UFortPvPFunctionLibrary::GetTeamCornerstone(class UObject* WorldContextObject, uint8 Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamCornerstone");

	Params::FortPvPFunctionLibrary_GetTeamCornerstone Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.GetTeamStrategicBuildingActor
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTeamStrategicBuildingHandle     SBAHandle                                              (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class AStrategicBuildingActor*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AStrategicBuildingActor* UFortPvPFunctionLibrary::GetTeamStrategicBuildingActor(class UObject* WorldContextObject, uint8 Team, const struct FTeamStrategicBuildingHandle& SBAHandle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "GetTeamStrategicBuildingActor");

	Params::FortPvPFunctionLibrary_GetTeamStrategicBuildingActor Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Team = Team;
	Parms.SBAHandle = std::move(SBAHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPFunctionLibrary.SetMatchLevel
// (Final, BlueprintAuthorityOnly, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MatchLevel                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPvPFunctionLibrary::SetMatchLevel(class UObject* WorldContextObject, int32 MatchLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPvPFunctionLibrary", "SetMatchLevel");

	Params::FortPvPFunctionLibrary_SetMatchLevel Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.MatchLevel = MatchLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerDBNORevivedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerPawn*                  _RevivedPlayer                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _RevivedBy                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDBNORevivedParams::BreakParams(class AFortPlayerPawn** _RevivedPlayer, class AController** _RevivedBy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDBNORevivedParams", "BreakParams");

	Params::FortPlayerDBNORevivedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_RevivedPlayer != nullptr)
		*_RevivedPlayer = Parms._RevivedPlayer;

	if (_RevivedBy != nullptr)
		*_RevivedBy = Parms._RevivedBy;
}


// Function FortniteGame.FortPlayerDBNORevivedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  _RevivedPlayer                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _RevivedBy                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerDBNORevivedParams*     ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDBNORevivedParams::SetParams(class AFortPlayerPawn* _RevivedPlayer, class AController* _RevivedBy, class UFortPlayerDBNORevivedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDBNORevivedParams", "SetParams");

	Params::FortPlayerDBNORevivedParams_SetParams Parms{};

	Parms._RevivedPlayer = _RevivedPlayer;
	Parms._RevivedBy = _RevivedBy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerSpawnPad.ChestProgressionUpdate
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          PrimaryChestOffset                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ChestOffset                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerSpawnPad::ChestProgressionUpdate(const struct FVector& PrimaryChestOffset, const struct FVector& ChestOffset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnPad", "ChestProgressionUpdate");

	Params::FortPlayerSpawnPad_ChestProgressionUpdate Parms{};

	Parms.PrimaryChestOffset = std::move(PrimaryChestOffset);
	Parms.ChestOffset = std::move(ChestOffset);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerSpawnPad.InitializeChestProgression
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerSpawnPad::InitializeChestProgression()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnPad", "InitializeChestProgression");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerSpawnPad.PrestreamChestTextures
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerSpawnPad::PrestreamChestTextures()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnPad", "PrestreamChestTextures");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerSpawnPad.GetPossessedPlayerPawnsByID
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerPawn*>          SortedPlayerPawns                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortPlayerSpawnPad::GetPossessedPlayerPawnsByID(TArray<class AFortPlayerPawn*>* SortedPlayerPawns) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnPad", "GetPossessedPlayerPawnsByID");

	Params::FortPlayerSpawnPad_GetPossessedPlayerPawnsByID Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SortedPlayerPawns != nullptr)
		*SortedPlayerPawns = std::move(Parms.SortedPlayerPawns);
}


// Function FortniteGame.FortPlayerSpawnPad.GetRewardedChestIndex
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerSpawnPad::GetRewardedChestIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnPad", "GetRewardedChestIndex");

	Params::FortPlayerSpawnPad_GetRewardedChestIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookData.GetPageIdsFromCategoryId
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             CategoryId                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FName>                     PageIds                                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortCollectionBookData::GetPageIdsFromCategoryId(class FName CategoryId, TArray<class FName>* PageIds) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookData", "GetPageIdsFromCategoryId");

	Params::FortCollectionBookData_GetPageIdsFromCategoryId Parms{};

	Parms.CategoryId = CategoryId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (PageIds != nullptr)
		*PageIds = std::move(Parms.PageIds);
}


// Function FortniteGame.FortCollectionBookPage.GetPageState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCollectionBookState                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCollectionBookState UFortCollectionBookPage::GetPageState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookPage", "GetPageState");

	Params::FortCollectionBookPage_GetPageState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCollectionBookPage.GetSectionState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SectionId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCollectionBookState                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCollectionBookState UFortCollectionBookPage::GetSectionState(class FName SectionId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollectionBookPage", "GetSectionState");

	Params::FortCollectionBookPage_GetSectionState Parms{};

	Parms.SectionId = SectionId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStartupController.GetContainmentTimeRemaining
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerStartupController::GetContainmentTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "GetContainmentTimeRemaining");

	Params::FortPlayerStartupController_GetContainmentTimeRemaining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStartupController.GetNumPlayersCurrentlyReady
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStartupController::GetNumPlayersCurrentlyReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "GetNumPlayersCurrentlyReady");

	Params::FortPlayerStartupController_GetNumPlayersCurrentlyReady Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStartupController.GetNumPlayersExpected
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStartupController::GetNumPlayersExpected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "GetNumPlayersExpected");

	Params::FortPlayerStartupController_GetNumPlayersExpected Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStartupController.GetNumPlayersStillWaitingFor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerStartupController::GetNumPlayersStillWaitingFor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "GetNumPlayersStillWaitingFor");

	Params::FortPlayerStartupController_GetNumPlayersStillWaitingFor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStartupController.HandleAllInCountdownInitiated
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::HandleAllInCountdownInitiated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "HandleAllInCountdownInitiated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStartupController.HandlePlayerStartupControllerCreated
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::HandlePlayerStartupControllerCreated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "HandlePlayerStartupControllerCreated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStartupController.HandlePlayerStartupControllerDestroyed
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::HandlePlayerStartupControllerDestroyed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "HandlePlayerStartupControllerDestroyed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStartupController.HandlePlayerStartupControllerRegistered
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::HandlePlayerStartupControllerRegistered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "HandlePlayerStartupControllerRegistered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStartupController.HandlePlayerStartupControllerReset
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::HandlePlayerStartupControllerReset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "HandlePlayerStartupControllerReset");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStartupController.OnAllPlayersLoadedIn_BP
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AFortPlayerStartupController::OnAllPlayersLoadedIn_BP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "OnAllPlayersLoadedIn_BP");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerStartupController.OnPlayerLoadedIn_BP
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerControllerZone*        NewPlayerPC                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStartupController::OnPlayerLoadedIn_BP(class AFortPlayerControllerZone* NewPlayerPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStartupController", "OnPlayerLoadedIn_BP");

	Params::FortPlayerStartupController_OnPlayerLoadedIn_BP Parms{};

	Parms.NewPlayerPC = NewPlayerPC;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCollisionAudioComponent.OnCollision
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          HitLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitNormalImpulse                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OutResult                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutMagnitude                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCollisionAudioComponent::OnCollision(const struct FVector& HitLocation, const struct FVector& HitNormalImpulse, bool* OutResult, float* OutMagnitude)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollisionAudioComponent", "OnCollision");

	Params::FortCollisionAudioComponent_OnCollision Parms{};

	Parms.HitLocation = std::move(HitLocation);
	Parms.HitNormalImpulse = std::move(HitNormalImpulse);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutResult != nullptr)
		*OutResult = Parms.OutResult;

	if (OutMagnitude != nullptr)
		*OutMagnitude = Parms.OutMagnitude;
}


// Function FortniteGame.FortCollisionAudioComponent.SetCollisionSoundAtIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       SoundToUse                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortCollisionAudioComponent::SetCollisionSoundAtIndex(int32 Param_Index, class USoundBase* SoundToUse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCollisionAudioComponent", "SetCollisionSoundAtIndex");

	Params::FortCollisionAudioComponent_SetCollisionSoundAtIndex Parms{};

	Parms.Param_Index = Param_Index;
	Parms.SoundToUse = SoundToUse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_BuildCost
// (Final, Native, Public)

void UFortConstructionSet::OnRep_BuildCost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_BuildCost");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_BuildingSkill
// (Final, Native, Public)

void UFortConstructionSet::OnRep_BuildingSkill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_BuildingSkill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_BuildSpeed
// (Final, Native, Public)

void UFortConstructionSet::OnRep_BuildSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_BuildSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_MaxBuildLevel
// (Final, Native, Public)

void UFortConstructionSet::OnRep_MaxBuildLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_MaxBuildLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_RepairCost
// (Final, Native, Public)

void UFortConstructionSet::OnRep_RepairCost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_RepairCost");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_RepairSpeed
// (Final, Native, Public)

void UFortConstructionSet::OnRep_RepairSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_RepairSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapArmSpeed
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapArmSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapArmSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapBaseDamage
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapBaseDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapBaseDamage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapDiceCritChance
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapDiceCritChance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapDiceCritChance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapDiceCritMultiplier
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapDiceCritMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapDiceCritMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapHealingSource
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapHealingSource()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapHealingSource");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapMaxDurability
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapMaxDurability()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapMaxDurability");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructionSet.OnRep_TrapReloadSpeed
// (Final, Native, Public)

void UFortConstructionSet::OnRep_TrapReloadSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructionSet", "OnRep_TrapReloadSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.AddNeighborToBaseOnFinishedConstruction
// (Final, Native, Private)
// Parameters:
// class ABuildingSMActor*                 PlaceOn                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::AddNeighborToBaseOnFinishedConstruction(class ABuildingSMActor* PlaceOn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "AddNeighborToBaseOnFinishedConstruction");

	Params::FortConstructorBASE_AddNeighborToBaseOnFinishedConstruction Parms{};

	Parms.PlaceOn = PlaceOn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.GetBuildingActorsInBase
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class ABuildingSMActor*>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class ABuildingSMActor*> AFortConstructorBASE::GetBuildingActorsInBase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "GetBuildingActorsInBase");

	Params::FortConstructorBASE_GetBuildingActorsInBase Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConstructorBASE.GetResourceAmountsBasedOnUpgradeTier
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32                                   TierOneUpgradeAmount                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   TierTwoUpgradeAmount                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   TierThreeUpgradeAmount                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   WoodResult                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   StoneResult                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MetalResult                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::GetResourceAmountsBasedOnUpgradeTier(int32 TierOneUpgradeAmount, int32 TierTwoUpgradeAmount, int32 TierThreeUpgradeAmount, int32* WoodResult, int32* StoneResult, int32* MetalResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "GetResourceAmountsBasedOnUpgradeTier");

	Params::FortConstructorBASE_GetResourceAmountsBasedOnUpgradeTier Parms{};

	Parms.TierOneUpgradeAmount = TierOneUpgradeAmount;
	Parms.TierTwoUpgradeAmount = TierTwoUpgradeAmount;
	Parms.TierThreeUpgradeAmount = TierThreeUpgradeAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WoodResult != nullptr)
		*WoodResult = Parms.WoodResult;

	if (StoneResult != nullptr)
		*StoneResult = Parms.StoneResult;

	if (MetalResult != nullptr)
		*MetalResult = Parms.MetalResult;
}


// Function FortniteGame.FortConstructorBASE.OnBaseCollisionTouched
// (Final, Native, Private, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnBaseCollisionTouched(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionTouched");

	Params::FortConstructorBASE_OnBaseCollisionTouched Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.OnBaseCollisionUnTouched
// (Final, Native, Private)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnBaseCollisionUnTouched(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnBaseCollisionUnTouched");

	Params::FortConstructorBASE_OnBaseCollisionUnTouched Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.OnBasePawnDestroyed
// (Final, Native, Private)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnBasePawnDestroyed(class AFortPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDestroyed");

	Params::FortConstructorBASE_OnBasePawnDestroyed Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.OnBasePawnDied
// (Final, Native, Private)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnBasePawnDied(class AFortPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnBasePawnDied");

	Params::FortConstructorBASE_OnBasePawnDied Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConstructorBASE.OnPawnAddedToBase
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnPawnAddedToBase(class AFortPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnPawnAddedToBase");

	Params::FortConstructorBASE_OnPawnAddedToBase Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortConstructorBASE.OnPawnRemovedFromBase
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnPawnRemovedFromBase(class AFortPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnPawnRemovedFromBase");

	Params::FortConstructorBASE_OnPawnRemovedFromBase Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortConstructorBASE.OnPlaced
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class UAbilitySystemComponent*          InstigatorAbilitySystemComponent                       (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::OnPlaced(class UAbilitySystemComponent* InstigatorAbilitySystemComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "OnPlaced");

	Params::FortConstructorBASE_OnPlaced Parms{};

	Parms.InstigatorAbilitySystemComponent = InstigatorAbilitySystemComponent;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortConstructorBASE.StartBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor*                 BuildingActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             EffectMeshComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::StartBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "StartBuildingActorVisuals");

	Params::FortConstructorBASE_StartBuildingActorVisuals Parms{};

	Parms.BuildingActor = BuildingActor;
	Parms.EffectMeshComp = EffectMeshComp;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortConstructorBASE.StopBuildingActorVisuals
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class ABuildingSMActor*                 BuildingActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UStaticMeshComponent*             EffectMeshComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortConstructorBASE::StopBuildingActorVisuals(class ABuildingSMActor* BuildingActor, class UStaticMeshComponent* EffectMeshComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConstructorBASE", "StopBuildingActorVisuals");

	Params::FortConstructorBASE_StopBuildingActorVisuals Parms{};

	Parms.BuildingActor = BuildingActor;
	Parms.EffectMeshComp = EffectMeshComp;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortConsumableAccountItem.CanActivateOnOthers
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortConsumableAccountItem::CanActivateOnOthers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableAccountItem", "CanActivateOnOthers");

	Params::FortConsumableAccountItem_CanActivateOnOthers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConsumableAccountItem.CanActivateOnSelf
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortConsumableAccountItem::CanActivateOnSelf()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConsumableAccountItem", "CanActivateOnSelf");

	Params::FortConsumableAccountItem_CanActivateOnSelf Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPhysicsBall.UpdateDirectionAndRotation
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   DeltaSeconds                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPhysicsBall::UpdateDirectionAndRotation(float DeltaSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPhysicsBall", "UpdateDirectionAndRotation");

	Params::FortPhysicsBall_UpdateDirectionAndRotation Parms{};

	Parms.DeltaSeconds = DeltaSeconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.BeginLoadingAssetsForItem
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToView                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSoftObjectPtr<class UObject>>   AssetsToLoad                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, UObjectWrapper, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::BeginLoadingAssetsForItem(class UFortItem* ItemToView, const TArray<TSoftObjectPtr<class UObject>>& AssetsToLoad, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "BeginLoadingAssetsForItem");

	Params::PartyDisplayManager_BeginLoadingAssetsForItem Parms{};

	Parms.ItemToView = ItemToView;
	Parms.AssetsToLoad = std::move(AssetsToLoad);
	Parms.RequestId = std::move(RequestId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.CharacterCustomizationFinished
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::CharacterCustomizationFinished(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "CharacterCustomizationFinished");

	Params::PartyDisplayManager_CharacterCustomizationFinished Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.PartyDisplayManager.GetHeroPlayerPawnForCurrentDisplayedItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* APartyDisplayManager::GetHeroPlayerPawnForCurrentDisplayedItem()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "GetHeroPlayerPawnForCurrentDisplayedItem");

	Params::PartyDisplayManager_GetHeroPlayerPawnForCurrentDisplayedItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.PartyDisplayManager.GetMeshForCurrentDisplayedItem
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class UMeshComponent*                   OutDisplayedMesh                                       (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::GetMeshForCurrentDisplayedItem(class UMeshComponent** OutDisplayedMesh)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "GetMeshForCurrentDisplayedItem");

	Params::PartyDisplayManager_GetMeshForCurrentDisplayedItem Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (OutDisplayedMesh != nullptr)
		*OutDisplayedMesh = Parms.OutDisplayedMesh;
}


// Function FortniteGame.PartyDisplayManager.HandleItemsShown
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TArray<class UFortItem*>                ItemShown                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::HandleItemsShown(const TArray<class UFortItem*>& ItemShown, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "HandleItemsShown");

	Params::PartyDisplayManager_HandleItemsShown Parms{};

	Parms.ItemShown = std::move(ItemShown);
	Parms.RequestId = std::move(RequestId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.HandleLoadingAssetsForItemCompleted
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class UFortItem*                        ItemWhoseAssetsWereLoaded                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UObject*>                  LoadedAssets                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::HandleLoadingAssetsForItemCompleted(class UFortItem* ItemWhoseAssetsWereLoaded, const TArray<class UObject*>& LoadedAssets, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "HandleLoadingAssetsForItemCompleted");

	Params::PartyDisplayManager_HandleLoadingAssetsForItemCompleted Parms{};

	Parms.ItemWhoseAssetsWereLoaded = ItemWhoseAssetsWereLoaded;
	Parms.LoadedAssets = std::move(LoadedAssets);
	Parms.RequestId = std::move(RequestId);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.PartyDisplayManager.HideLoading
// (Event, Public, BlueprintEvent)

void APartyDisplayManager::HideLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "HideLoading");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.PartyDisplayManager.NotifyPrefabChanged
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class AActor*                           PrefabActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        CurrentItem                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::NotifyPrefabChanged(class AActor* PrefabActor, class UFortItem* CurrentItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "NotifyPrefabChanged");

	Params::PartyDisplayManager_NotifyPrefabChanged Parms{};

	Parms.PrefabActor = PrefabActor;
	Parms.CurrentItem = CurrentItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.OnPawnBeginCursorOver
// (Final, Native, Protected)
// Parameters:
// class AActor*                           TouchedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::OnPawnBeginCursorOver(class AActor* TouchedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "OnPawnBeginCursorOver");

	Params::PartyDisplayManager_OnPawnBeginCursorOver Parms{};

	Parms.TouchedActor = TouchedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.OnPawnClicked
// (Final, Native, Protected)
// Parameters:
// class AActor*                           TouchedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey                             ButtonPressed                                          (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::OnPawnClicked(class AActor* TouchedActor, const struct FKey& ButtonPressed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "OnPawnClicked");

	Params::PartyDisplayManager_OnPawnClicked Parms{};

	Parms.TouchedActor = TouchedActor;
	Parms.ButtonPressed = std::move(ButtonPressed);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.OnPawnEndCursorOver
// (Final, Native, Protected)
// Parameters:
// class AActor*                           TouchedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::OnPawnEndCursorOver(class AActor* TouchedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "OnPawnEndCursorOver");

	Params::PartyDisplayManager_OnPawnEndCursorOver Parms{};

	Parms.TouchedActor = TouchedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.OnPawnTouchReleased
// (Final, Native, Protected)
// Parameters:
// ETouchIndex                             FingerIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           TouchedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::OnPawnTouchReleased(ETouchIndex FingerIndex, class AActor* TouchedActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "OnPawnTouchReleased");

	Params::PartyDisplayManager_OnPawnTouchReleased Parms{};

	Parms.FingerIndex = FingerIndex;
	Parms.TouchedActor = TouchedActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PartyDisplayManager.OnPlayerPawnAddedToLobby
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::OnPlayerPawnAddedToLobby(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "OnPlayerPawnAddedToLobby");

	Params::PartyDisplayManager_OnPlayerPawnAddedToLobby Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.PartyDisplayManager.PlayEvolutionEffect
// (Event, Public, BlueprintEvent)

void APartyDisplayManager::PlayEvolutionEffect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "PlayEvolutionEffect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.PartyDisplayManager.PlayLevelUpEffect
// (Event, Public, BlueprintEvent)

void APartyDisplayManager::PlayLevelUpEffect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "PlayLevelUpEffect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.PartyDisplayManager.ResOutPawnFromLobby
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PartyIndex                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::ResOutPawnFromLobby(class AFortPlayerPawn* Pawn, int32 PartyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "ResOutPawnFromLobby");

	Params::PartyDisplayManager_ResOutPawnFromLobby Parms{};

	Parms.Pawn = Pawn;
	Parms.PartyIndex = PartyIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.PartyDisplayManager.SetupPrefabVisuals
// (Event, Public, BlueprintEvent)

void APartyDisplayManager::SetupPrefabVisuals()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "SetupPrefabVisuals");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.PartyDisplayManager.ShowItem
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class UFortItem*                        ItemToView                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void APartyDisplayManager::ShowItem(class UFortItem* ItemToView, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "ShowItem");

	Params::PartyDisplayManager_ShowItem Parms{};

	Parms.ItemToView = ItemToView;
	Parms.RequestId = std::move(RequestId);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.PartyDisplayManager.ShowLoading
// (Event, Public, BlueprintEvent)

void APartyDisplayManager::ShowLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "ShowLoading");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.PartyDisplayManager.GetPartyMemberIndexByPlayerPawn
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutPlayerIndex                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool APartyDisplayManager::GetPartyMemberIndexByPlayerPawn(const class AFortPlayerPawn* PlayerPawn, int32* OutPlayerIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "GetPartyMemberIndexByPlayerPawn");

	Params::PartyDisplayManager_GetPartyMemberIndexByPlayerPawn Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPlayerIndex != nullptr)
		*OutPlayerIndex = Parms.OutPlayerIndex;

	return Parms.ReturnValue;
}


// Function FortniteGame.PartyDisplayManager.GetPlayerIdFromPartyMemberIndex
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   PartyMemberIndex                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 ReturnValue                                            (Parm, OutParm, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FUniqueNetIdRepl APartyDisplayManager::GetPlayerIdFromPartyMemberIndex(int32 PartyMemberIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "GetPlayerIdFromPartyMemberIndex");

	Params::PartyDisplayManager_GetPlayerIdFromPartyMemberIndex Parms{};

	Parms.PartyMemberIndex = PartyMemberIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.PartyDisplayManager.GetPrefabActorForCurrentDisplayedItem
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* APartyDisplayManager::GetPrefabActorForCurrentDisplayedItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PartyDisplayManager", "GetPrefabActorForCurrentDisplayedItem");

	Params::PartyDisplayManager_GetPrefabActorForCurrentDisplayedItem Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortControlResistanceSet.OnRep_ControlResistance
// (Final, Native, Public)

void UFortControlResistanceSet::OnRep_ControlResistance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortControlResistanceSet", "OnRep_ControlResistance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortControlResistanceSet.OnRep_MaxControlResistance
// (Final, Native, Public)

void UFortControlResistanceSet::OnRep_MaxControlResistance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortControlResistanceSet", "OnRep_MaxControlResistance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetFirstConversionTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortRarity UFortConversionControlItemDefinition::GetFirstConversionTier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetFirstConversionTier");

	Params::FortConversionControlItemDefinition_GetFirstConversionTier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetMaxConversionTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortRarity UFortConversionControlItemDefinition::GetMaxConversionTier() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetMaxConversionTier");

	Params::FortConversionControlItemDefinition_GetMaxConversionTier Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetPointsForTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortRarity                             InTier                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortConversionControlItemDefinition::GetPointsForTier(EFortRarity InTier) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetPointsForTier");

	Params::FortConversionControlItemDefinition_GetPointsForTier Parms{};

	Parms.InTier = InTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetRequiredCatalysts
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagContainer UFortConversionControlItemDefinition::GetRequiredCatalysts() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetRequiredCatalysts");

	Params::FortConversionControlItemDefinition_GetRequiredCatalysts Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetRequiredItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAccountItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAccountItemDefinition* UFortConversionControlItemDefinition::GetRequiredItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetRequiredItemDefinition");

	Params::FortConversionControlItemDefinition_GetRequiredItemDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetRequiredItemQuantity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SacrificePoints                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortConversionControlItemDefinition::GetRequiredItemQuantity(int32 SacrificePoints) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetRequiredItemQuantity");

	Params::FortConversionControlItemDefinition_GetRequiredItemQuantity Parms{};

	Parms.SacrificePoints = SacrificePoints;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetRewardName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortConversionControlItemDefinition::GetRewardName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetRewardName");

	Params::FortConversionControlItemDefinition_GetRewardName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortConversionControlItemDefinition.GetTierFromSacrificePoints
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SacrificePoints                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortRarity                             CalculatedTier                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortConversionControlItemDefinition::GetTierFromSacrificePoints(int32 SacrificePoints, EFortRarity* CalculatedTier) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortConversionControlItemDefinition", "GetTierFromSacrificePoints");

	Params::FortConversionControlItemDefinition_GetTierFromSacrificePoints Parms{};

	Parms.SacrificePoints = SacrificePoints;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (CalculatedTier != nullptr)
		*CalculatedTier = Parms.CalculatedTier;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeap_BuildingTool.OnBlueprintPaperPulseUpdate
// (Final, Native, Private)
// Parameters:
// float                                   InCurveVal                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeap_BuildingTool::OnBlueprintPaperPulseUpdate(float InCurveVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeap_BuildingTool", "OnBlueprintPaperPulseUpdate");

	Params::FortWeap_BuildingTool_OnBlueprintPaperPulseUpdate Parms{};

	Parms.InCurveVal = InCurveVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeap_BuildingTool.OnRep_DefaultMetadata
// (Final, Native, Private)
// Parameters:
// class UBuildingEditModeMetadata*        OldMetadata                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWeap_BuildingTool::OnRep_DefaultMetadata(class UBuildingEditModeMetadata* OldMetadata)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeap_BuildingTool", "OnRep_DefaultMetadata");

	Params::FortWeap_BuildingTool_OnRep_DefaultMetadata Parms{};

	Parms.OldMetadata = OldMetadata;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeBudgetLibrary.CanPlaceClassInstances
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*                Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class AActor>>       Classes                                                (ConstParm, Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCreativeBudgetLibrary::CanPlaceClassInstances(class APlayerController* Controller, const TArray<TSubclassOf<class AActor>>& Classes, const struct FVector& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCreativeBudgetLibrary", "CanPlaceClassInstances");

	Params::FortCreativeBudgetLibrary_CanPlaceClassInstances Parms{};

	Parms.Controller = Controller;
	Parms.Classes = std::move(Classes);
	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCreativeBudgetLibrary.CanPlaceInstanceOfClass
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class APlayerController*                Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               Param_Class                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCreativeBudgetLibrary::CanPlaceInstanceOfClass(class APlayerController* Controller, TSubclassOf<class AActor> Param_Class, const struct FVector& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCreativeBudgetLibrary", "CanPlaceInstanceOfClass");

	Params::FortCreativeBudgetLibrary_CanPlaceInstanceOfClass Parms{};

	Parms.Controller = Controller;
	Parms.Param_Class = Param_Class;
	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCreativeBudgetLibrary.CanPlacePlayset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UFortPlaysetItemDefinition*       ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class APlayerController*                Controller                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortCreativeBudgetLibrary::CanPlacePlayset(class UFortPlaysetItemDefinition* ItemDefinition, class APlayerController* Controller)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortCreativeBudgetLibrary", "CanPlacePlayset");

	Params::FortCreativeBudgetLibrary_CanPlacePlayset Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.Controller = Controller;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolume.BoundsMeshEntered
// (Final, Native, Private, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComponent                                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortVolume::BoundsMeshEntered(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "BoundsMeshEntered");

	Params::FortVolume_BoundsMeshEntered Parms{};

	Parms.OverlappedComponent = OverlappedComponent;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.BoundsMeshLeft
// (Final, Native, Private)
// Parameters:
// class UPrimitiveComponent*              OverlappedComponent                                    (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolume::BoundsMeshLeft(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "BoundsMeshLeft");

	Params::FortVolume_BoundsMeshLeft Parms{};

	Parms.OverlappedComponent = OverlappedComponent;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.BroadcastOnFinishClear_Internal
// (Final, Native, Private)

void AFortVolume::BroadcastOnFinishClear_Internal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "BroadcastOnFinishClear_Internal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.BroadcastWaitedForFiveSeconds
// (Final, Native, Private)

void AFortVolume::BroadcastWaitedForFiveSeconds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "BroadcastWaitedForFiveSeconds");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.DeferredDestroy_Helper
// (Final, Native, Private)

void AFortVolume::DeferredDestroy_Helper()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "DeferredDestroy_Helper");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.DestroyVolume
// (Final, Native, Public, BlueprintCallable)

void AFortVolume::DestroyVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "DestroyVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.IsPlayerAllowedInVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            NewUser                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolume::IsPlayerAllowedInVolume(class AFortPlayerController* NewUser)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "IsPlayerAllowedInVolume");

	Params::FortVolume_IsPlayerAllowedInVolume Parms{};

	Parms.NewUser = NewUser;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolume.OnRep_BudgetTracker
// (Final, Native, Protected)

void AFortVolume::OnRep_BudgetTracker()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "OnRep_BudgetTracker");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.OnRep_CurrentPlayset
// (Final, Native, Private)

void AFortVolume::OnRep_CurrentPlayset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "OnRep_CurrentPlayset");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.OnRep_VolumeState
// (Final, Native, Private)

void AFortVolume::OnRep_VolumeState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "OnRep_VolumeState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.PushAllPlayersOutsideVolume
// (Final, Native, Public, BlueprintCallable)

void AFortVolume::PushAllPlayersOutsideVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "PushAllPlayersOutsideVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.ServerClearVolume
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortVolume::ServerClearVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "ServerClearVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.SetCurrentPlayset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortPlaysetItemDefinition*       NewPlayset                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolume::SetCurrentPlayset(class UFortPlaysetItemDefinition* NewPlayset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "SetCurrentPlayset");

	Params::FortVolume_SetCurrentPlayset Parms{};

	Parms.NewPlayset = NewPlayset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.UpdateSize
// (Final, Native, Private, HasOutParams, HasDefaults)
// Parameters:
// struct FVector                          NewScale                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolume::UpdateSize(const struct FVector& NewScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "UpdateSize");

	Params::FortVolume_UpdateSize Parms{};

	Parms.NewScale = std::move(NewScale);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolume.GetCurrentPlayset
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPlaysetItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPlaysetItemDefinition* AFortVolume::GetCurrentPlayset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "GetCurrentPlayset");

	Params::FortVolume_GetCurrentPlayset Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolume.GetNumPlayersInVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortVolume::GetNumPlayersInVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "GetNumPlayersInVolume");

	Params::FortVolume_GetNumPlayersInVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolume.IsReadOnly
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolume::IsReadOnly() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "IsReadOnly");

	Params::FortVolume_IsReadOnly Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolume.IsReady
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolume::IsReady() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolume", "IsReady");

	Params::FortVolume_IsReady Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaysetGrenadeInputComponent.PopPlaysetGrenadeInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlaysetGrenadeInputComponent::PopPlaysetGrenadeInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaysetGrenadeInputComponent", "PopPlaysetGrenadeInputMode");

	Params::FortPlaysetGrenadeInputComponent_PopPlaysetGrenadeInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlaysetGrenadeInputComponent.PushPlaysetGrenadeInputMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlaysetGrenadeInputComponent::PushPlaysetGrenadeInputMode(class APlayerController* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaysetGrenadeInputComponent", "PushPlaysetGrenadeInputMode");

	Params::FortPlaysetGrenadeInputComponent_PushPlaysetGrenadeInputMode Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ClientDeactiveWeaponAndState
// (Net, NetReliable, Native, Event, Protected, NetClient)

void AFortCreativeMoveTool::ClientDeactiveWeaponAndState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ClientDeactiveWeaponAndState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ClientStartInteracting
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
// Parameters:
// class UObjectInteractionBehavior*       NewActiveMovementMode                                  (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FCreativeSelectedActorInfo>NewSelectedActors                                      (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FTransform                       NewSelectionToWorld                                    (ConstParm, Parm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FBox                             NewSelectionSpaceActorBounds                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ClientStartInteracting(class UObjectInteractionBehavior* NewActiveMovementMode, const TArray<struct FCreativeSelectedActorInfo>& NewSelectedActors, const struct FTransform& NewSelectionToWorld, const struct FBox& NewSelectionSpaceActorBounds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ClientStartInteracting");

	Params::FortCreativeMoveTool_ClientStartInteracting Parms{};

	Parms.NewActiveMovementMode = NewActiveMovementMode;
	Parms.NewSelectedActors = std::move(NewSelectedActors);
	Parms.NewSelectionToWorld = std::move(NewSelectionToWorld);
	Parms.NewSelectionSpaceActorBounds = std::move(NewSelectionSpaceActorBounds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ClientStopInteracting
// (Net, NetReliable, Native, Event, Protected, NetClient)

void AFortCreativeMoveTool::ClientStopInteracting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ClientStopInteracting");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.DeactiveWeaponAndState
// (Native, Protected, BlueprintCallable)

void AFortCreativeMoveTool::DeactiveWeaponAndState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "DeactiveWeaponAndState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleActivateRotationModePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleActivateRotationModePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleActivateRotationModePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleActivateScaleModePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleActivateScaleModePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleActivateScaleModePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleActivateTranslateModePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleActivateTranslateModePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleActivateTranslateModePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleCopyPickupPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleCopyPickupPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleCopyPickupPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleDeletePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleDeletePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleDeletePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleDeleteReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleDeleteReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleDeleteReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleDropToFloorPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleDropToFloorPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleDropToFloorPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleDuplicateActorPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleDuplicateActorPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleDuplicateActorPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleDuplicateActorReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleDuplicateActorReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleDuplicateActorReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleExitHeldDownLongEnough
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleExitHeldDownLongEnough()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleExitHeldDownLongEnough");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleExitOrDeletePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleExitOrDeletePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleExitOrDeletePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleExitPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleExitPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleExitPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleExitReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleExitReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleExitReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleMirrorPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleMirrorPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleMirrorPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleOpenPlaysetInventory
// (Native, Protected)

void AFortCreativeMoveTool::HandleOpenPlaysetInventory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleOpenPlaysetInventory");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePickupPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePickupPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePickupPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePlaysetPreviewPlace
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePlaysetPreviewPlace()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePlaysetPreviewPlace");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePrecisionModeHeldDownLongEnough
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePrecisionModeHeldDownLongEnough()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePrecisionModeHeldDownLongEnough");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePrecisionModePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePrecisionModePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePrecisionModePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePrecisionModeReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePrecisionModeReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePrecisionModeReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePullPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePullPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePullPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePullReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePullReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePullReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePushPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePushPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePushPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandlePushReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandlePushReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandlePushReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleResetRotationHeldDownLongEnough
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleResetRotationHeldDownLongEnough()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleResetRotationHeldDownLongEnough");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateClockwisePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateClockwisePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateClockwisePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateClockwiseReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateClockwiseReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateClockwiseReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateCounterclockwisePressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateCounterclockwisePressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateCounterclockwisePressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateCounterclockwiseReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateCounterclockwiseReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateCounterclockwiseReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateSwitchAxisPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateSwitchAxisPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateSwitchAxisPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleRotateSwitchAxisReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleRotateSwitchAxisReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleRotateSwitchAxisReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleScaleDownPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleScaleDownPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleScaleDownPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleScaleDownReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleScaleDownReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleScaleDownReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleScaleUpPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleScaleUpPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleScaleUpPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleScaleUpReleased
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleScaleUpReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleScaleUpReleased");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleTransformModeDownPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleTransformModeDownPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleTransformModeDownPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.HandleTransformModeUpPressed
// (Native, Event, Protected, BlueprintCallable, BlueprintEvent)

void AFortCreativeMoveTool::HandleTransformModeUpPressed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "HandleTransformModeUpPressed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.IsRunningOnOwningClient
// (Final, Native, Protected, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortCreativeMoveTool::IsRunningOnOwningClient()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "IsRunningOnOwningClient");

	Params::FortCreativeMoveTool_IsRunningOnOwningClient Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortCreativeMoveTool.MulticastForceMoveActor
// (Net, NetReliable, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// class AActor*                           ActorToMove                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       NewTransform                                           (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::MulticastForceMoveActor(class AActor* ActorToMove, const struct FTransform& NewTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "MulticastForceMoveActor");

	Params::FortCreativeMoveTool_MulticastForceMoveActor Parms{};

	Parms.ActorToMove = ActorToMove;
	Parms.NewTransform = std::move(NewTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.MulticastForceMoveActorExceptOwningClient
// (Net, NetReliable, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// class AActor*                           ActorToMove                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       NewTransform                                           (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::MulticastForceMoveActorExceptOwningClient(class AActor* ActorToMove, const struct FTransform& NewTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "MulticastForceMoveActorExceptOwningClient");

	Params::FortCreativeMoveTool_MulticastForceMoveActorExceptOwningClient Parms{};

	Parms.ActorToMove = ActorToMove;
	Parms.NewTransform = std::move(NewTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.MulticastSetCollisionForActor
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnableCollision                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::MulticastSetCollisionForActor(class AActor* Actor, bool bEnableCollision)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "MulticastSetCollisionForActor");

	Params::FortCreativeMoveTool_MulticastSetCollisionForActor Parms{};

	Parms.Actor = Actor;
	Parms.bEnableCollision = bEnableCollision;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.OnAllowGravityToggleChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bAllowGravity                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnAllowGravityToggleChanged(bool bAllowGravity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnAllowGravityToggleChanged");

	Params::FortCreativeMoveTool_OnAllowGravityToggleChanged Parms{};

	Parms.bAllowGravity = bAllowGravity;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnHandleOpenPlaysetInventory
// (Event, Protected, BlueprintEvent)
// Parameters:
// class AFortPawn*                        FortPawn                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnHandleOpenPlaysetInventory(const class AFortPawn* FortPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnHandleOpenPlaysetInventory");

	Params::FortCreativeMoveTool_OnHandleOpenPlaysetInventory Parms{};

	Parms.FortPawn = FortPawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnHoverChanged
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UMeshComponent*>           NewHoveredComponents                                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UMeshComponent*>           UnhoveredComponents                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    bCanInteract                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnHoverChanged(const TArray<class UMeshComponent*>& NewHoveredComponents, const TArray<class UMeshComponent*>& UnhoveredComponents, bool bCanInteract)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnHoverChanged");

	Params::FortCreativeMoveTool_OnHoverChanged Parms{};

	Parms.NewHoveredComponents = std::move(NewHoveredComponents);
	Parms.UnhoveredComponents = std::move(UnhoveredComponents);
	Parms.bCanInteract = bCanInteract;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnInteractionFinished
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnInteractionFinished(const TArray<class UMeshComponent*>& Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnInteractionFinished");

	Params::FortCreativeMoveTool_OnInteractionFinished Parms{};

	Parms.Components = std::move(Components);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnInteractionStarted
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnInteractionStarted(const TArray<class UMeshComponent*>& Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnInteractionStarted");

	Params::FortCreativeMoveTool_OnInteractionStarted Parms{};

	Parms.Components = std::move(Components);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnObjectPlacement
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnObjectPlacement(const TArray<class UMeshComponent*>& Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnObjectPlacement");

	Params::FortCreativeMoveTool_OnObjectPlacement Parms{};

	Parms.Components = std::move(Components);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.OnPlaysetSeletected
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UFortPlaysetItemDefinition*       SelectedPlayset                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnPlaysetSeletected(class UFortPlaysetItemDefinition* SelectedPlayset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnPlaysetSeletected");

	Params::FortCreativeMoveTool_OnPlaysetSeletected Parms{};

	Parms.SelectedPlayset = SelectedPlayset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.OnRep_AllowGravityOnPlace
// (Final, Native, Protected)

void AFortCreativeMoveTool::OnRep_AllowGravityOnPlace()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnRep_AllowGravityOnPlace");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.OnRep_NewlyPlacedActors
// (Final, Native, Protected)

void AFortCreativeMoveTool::OnRep_NewlyPlacedActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnRep_NewlyPlacedActors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.OnValidPlacementChanged
// (Event, Protected, BlueprintEvent)
// Parameters:
// bool                                    bValidPlacement                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::OnValidPlacementChanged(bool bValidPlacement)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "OnValidPlacementChanged");

	Params::FortCreativeMoveTool_OnValidPlacementChanged Parms{};

	Parms.bValidPlacement = bValidPlacement;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.ServerClearMovementMode
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bExited                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerClearMovementMode(const bool bExited)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerClearMovementMode");

	Params::FortCreativeMoveTool_ServerClearMovementMode Parms{};

	Parms.bExited = bExited;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerDestroyActor
// (Net, NetReliable, Native, Event, Protected, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AActor*                           ActorToDestroy                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerDestroyActor(class AActor* ActorToDestroy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerDestroyActor");

	Params::FortCreativeMoveTool_ServerDestroyActor Parms{};

	Parms.ActorToDestroy = ActorToDestroy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerDuplicateStartInteracting
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// TArray<class AActor*>                   Actors                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FTransform                       DragStart                                              (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerDuplicateStartInteracting(const TArray<class AActor*>& Actors, const struct FTransform& DragStart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerDuplicateStartInteracting");

	Params::FortCreativeMoveTool_ServerDuplicateStartInteracting Parms{};

	Parms.Actors = std::move(Actors);
	Parms.DragStart = std::move(DragStart);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerHandleDropSelectionSet
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortCreativeMoveTool::ServerHandleDropSelectionSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerHandleDropSelectionSet");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerMoveSelectionSet
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FTransform                       NewSelectionToWorld                                    (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerMoveSelectionSet(const struct FTransform& NewSelectionToWorld)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerMoveSelectionSet");

	Params::FortCreativeMoveTool_ServerMoveSelectionSet Parms{};

	Parms.NewSelectionToWorld = std::move(NewSelectionToWorld);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerOnNewlyPlacedActorProcessedByClient
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerOnNewlyPlacedActorProcessedByClient(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerOnNewlyPlacedActorProcessedByClient");

	Params::FortCreativeMoveTool_ServerOnNewlyPlacedActorProcessedByClient Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerPlaceActorsAndClearMovementMode
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FTransform                       TargetTransformForBuildings                            (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerPlaceActorsAndClearMovementMode(const struct FTransform& TargetTransformForBuildings)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerPlaceActorsAndClearMovementMode");

	Params::FortCreativeMoveTool_ServerPlaceActorsAndClearMovementMode Parms{};

	Parms.TargetTransformForBuildings = std::move(TargetTransformForBuildings);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerSpawnActorWithTransform
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// class AActor*                           ActorToSpawn                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       TargetTransform                                        (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bAllowOverlap                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAllowGravity                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerSpawnActorWithTransform(class AActor* ActorToSpawn, const struct FTransform& TargetTransform, bool bAllowOverlap, bool bAllowGravity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerSpawnActorWithTransform");

	Params::FortCreativeMoveTool_ServerSpawnActorWithTransform Parms{};

	Parms.ActorToSpawn = ActorToSpawn;
	Parms.TargetTransform = std::move(TargetTransform);
	Parms.bAllowOverlap = bAllowOverlap;
	Parms.bAllowGravity = bAllowGravity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerStartInteracting
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// TArray<class AActor*>                   Actors                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FTransform                       DragStart                                              (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerStartInteracting(const TArray<class AActor*>& Actors, const struct FTransform& DragStart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerStartInteracting");

	Params::FortCreativeMoveTool_ServerStartInteracting Parms{};

	Parms.Actors = std::move(Actors);
	Parms.DragStart = std::move(DragStart);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerToggleAllowGravity
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortCreativeMoveTool::ServerToggleAllowGravity()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerToggleAllowGravity");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdateMirrored
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bMirrored                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdateMirrored(bool bMirrored)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdateMirrored");

	Params::FortCreativeMoveTool_ServerUpdateMirrored Parms{};

	Parms.bMirrored = bMirrored;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdatePrecisionMode
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bPrecisionMode                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   PrecisionModeIndex                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdatePrecisionMode(bool bPrecisionMode, uint8 PrecisionModeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdatePrecisionMode");

	Params::FortCreativeMoveTool_ServerUpdatePrecisionMode Parms{};

	Parms.bPrecisionMode = bPrecisionMode;
	Parms.PrecisionModeIndex = PrecisionModeIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdateRotation
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FQuat                            ClientRotation                                         (Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bNewIsRotateClockwisePressed                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNewIsRotateCounterclockwisePressed                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdateRotation(const struct FQuat& ClientRotation, bool bNewIsRotateClockwisePressed, bool bNewIsRotateCounterclockwisePressed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdateRotation");

	Params::FortCreativeMoveTool_ServerUpdateRotation Parms{};

	Parms.ClientRotation = std::move(ClientRotation);
	Parms.bNewIsRotateClockwisePressed = bNewIsRotateClockwisePressed;
	Parms.bNewIsRotateCounterclockwisePressed = bNewIsRotateCounterclockwisePressed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdateRotationAxis
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// uint8                                   AxisIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdateRotationAxis(uint8 AxisIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdateRotationAxis");

	Params::FortCreativeMoveTool_ServerUpdateRotationAxis Parms{};

	Parms.AxisIndex = AxisIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdateScalePressed
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// bool                                    bNewIsScaleUpPressed                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNewIsScaleDownPressed                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdateScalePressed(bool bNewIsScaleUpPressed, bool bNewIsScaleDownPressed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdateScalePressed");

	Params::FortCreativeMoveTool_ServerUpdateScalePressed Parms{};

	Parms.bNewIsScaleUpPressed = bNewIsScaleUpPressed;
	Parms.bNewIsScaleDownPressed = bNewIsScaleDownPressed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ServerUpdateTractorBeam
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// float                                   NewTargetTractorBeamOffset                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNewIsPushPressed                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNewIsPullPressed                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::ServerUpdateTractorBeam(float NewTargetTractorBeamOffset, bool bNewIsPushPressed, bool bNewIsPullPressed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ServerUpdateTractorBeam");

	Params::FortCreativeMoveTool_ServerUpdateTractorBeam Parms{};

	Parms.NewTargetTractorBeamOffset = NewTargetTractorBeamOffset;
	Parms.bNewIsPushPressed = bNewIsPushPressed;
	Parms.bNewIsPullPressed = bNewIsPullPressed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.SetTargetingState
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    bNewTargetingState                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::SetTargetingState(bool bNewTargetingState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "SetTargetingState");

	Params::FortCreativeMoveTool_SetTargetingState Parms{};

	Parms.bNewTargetingState = bNewTargetingState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.SetupMIDForComponent
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// class UMeshComponent*                   MeshComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::SetupMIDForComponent(class UMeshComponent* MeshComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "SetupMIDForComponent");

	Params::FortCreativeMoveTool_SetupMIDForComponent Parms{};

	Parms.MeshComponent = MeshComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.SpawnPlaysetVolume
// (Event, Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortPlaysetItemDefinition*       Playset                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::SpawnPlaysetVolume(const class UFortPlaysetItemDefinition* Playset, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "SpawnPlaysetVolume");

	Params::FortCreativeMoveTool_SpawnPlaysetVolume Parms{};

	Parms.Playset = Playset;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCreativeMoveTool.SpawnPlaysetVolumeOnServer
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// class UFortPlaysetItemDefinition*       Playset                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          SpawnLocation                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         SpawnRotation                                          (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortCreativeMoveTool::SpawnPlaysetVolumeOnServer(const class UFortPlaysetItemDefinition* Playset, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "SpawnPlaysetVolumeOnServer");

	Params::FortCreativeMoveTool_SpawnPlaysetVolumeOnServer Parms{};

	Parms.Playset = Playset;
	Parms.SpawnLocation = std::move(SpawnLocation);
	Parms.SpawnRotation = std::move(SpawnRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.ToggleIgnoreLineOfSightBlockersOnClient
// (Final, Native, Public)

void AFortCreativeMoveTool::ToggleIgnoreLineOfSightBlockersOnClient()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "ToggleIgnoreLineOfSightBlockersOnClient");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.TurboBuildAttemptToPlace
// (Final, Native, Protected)

void AFortCreativeMoveTool::TurboBuildAttemptToPlace()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "TurboBuildAttemptToPlace");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.UnholsterWeapon
// (Final, Native, Protected, BlueprintCallable)

void AFortCreativeMoveTool::UnholsterWeapon()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "UnholsterWeapon");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCreativeMoveTool.GetAllowGravityOnPlace
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortCreativeMoveTool::GetAllowGravityOnPlace() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCreativeMoveTool", "GetAllowGravityOnPlace");

	Params::FortCreativeMoveTool_GetAllowGravityOnPlace Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameVolumeComponent.OnClientEnterVolume
// (Final, Native, Public)
// Parameters:
// class APlayerState*                     InPlayerState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      InVolume                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameVolumeComponent::OnClientEnterVolume(class APlayerState* InPlayerState, class AFortVolume* InVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameVolumeComponent", "OnClientEnterVolume");

	Params::FortMinigameVolumeComponent_OnClientEnterVolume Parms{};

	Parms.InPlayerState = InPlayerState;
	Parms.InVolume = InVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameVolumeComponent.OnClientExitVolume
// (Final, Native, Public)
// Parameters:
// class APlayerState*                     InPlayerState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      InVolume                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameVolumeComponent::OnClientExitVolume(class APlayerState* InPlayerState, class AFortVolume* InVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameVolumeComponent", "OnClientExitVolume");

	Params::FortMinigameVolumeComponent_OnClientExitVolume Parms{};

	Parms.InPlayerState = InPlayerState;
	Parms.InVolume = InVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.DeleteObjects.GetDeleteActorsMeshComponents
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UMeshComponent*>           Components                                             (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UDeleteObjects::GetDeleteActorsMeshComponents(TArray<class UMeshComponent*>* Components)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeleteObjects", "GetDeleteActorsMeshComponents");

	Params::DeleteObjects_GetDeleteActorsMeshComponents Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Components != nullptr)
		*Components = std::move(Parms.Components);
}


// Function FortniteGame.DeleteObjects.PlayDeleteAnimation
// (Final, Native, Public, BlueprintCallable)

void UDeleteObjects::PlayDeleteAnimation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("DeleteObjects", "PlayDeleteAnimation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetPreview.OnRep_PlaysetToPlace
// (Final, Native, Public)

void UPlaysetPreview::OnRep_PlaysetToPlace()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetPreview", "OnRep_PlaysetToPlace");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetPreview.UpdatePreviewMeshScale
// (Final, Native, Public)

void UPlaysetPreview::UpdatePreviewMeshScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetPreview", "UpdatePreviewMeshScale");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeatherAugment.GetWeatherTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FGameplayTagContainer      ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FGameplayTagContainer AFortWeatherAugment::GetWeatherTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeatherAugment", "GetWeatherTags");

	Params::FortWeatherAugment_GetWeatherTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.CreativePhysicsManager.MulticastForceMoveActor
// (Net, NetReliable, Native, Event, NetMulticast, Protected, HasDefaults)
// Parameters:
// class AActor*                           ActorToMove                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       NewTransform                                           (ConstParm, Parm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void ACreativePhysicsManager::MulticastForceMoveActor(class AActor* ActorToMove, const struct FTransform& NewTransform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("CreativePhysicsManager", "MulticastForceMoveActor");

	Params::CreativePhysicsManager_MulticastForceMoveActor Parms{};

	Parms.ActorToMove = ActorToMove;
	Parms.NewTransform = std::move(NewTransform);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnEquip
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortWeapon*                      OldWeapon                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPOnEquip(class AFortWeapon* OldWeapon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnEquip");

	Params::FortCustomizableAbilityDecoTool_BPOnEquip Parms{};

	Parms.OldWeapon = OldWeapon;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnSetDecoObjectPreview
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper*                  FortDecoHelper                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPOnSetDecoObjectPreview(class AFortDecoHelper* FortDecoHelper)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnSetDecoObjectPreview");

	Params::FortCustomizableAbilityDecoTool_BPOnSetDecoObjectPreview Parms{};

	Parms.FortDecoHelper = FortDecoHelper;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPOnUnEquip
// (Event, Public, BlueprintEvent)

void AFortCustomizableAbilityDecoTool::BPOnUnEquip()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPOnUnEquip");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressSecondaryFire
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper*                  FortDecoHelper                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPPressSecondaryFire(class AFortDecoHelper* FortDecoHelper)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressSecondaryFire");

	Params::FortCustomizableAbilityDecoTool_BPPressSecondaryFire Parms{};

	Parms.FortDecoHelper = FortDecoHelper;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPPressTrigger
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper*                  FortDecoHelper                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPPressTrigger(class AFortDecoHelper* FortDecoHelper)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPPressTrigger");

	Params::FortCustomizableAbilityDecoTool_BPPressTrigger Parms{};

	Parms.FortDecoHelper = FortDecoHelper;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseSecondaryFire
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper*                  FortDecoHelper                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPReleaseSecondaryFire(class AFortDecoHelper* FortDecoHelper)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseSecondaryFire");

	Params::FortCustomizableAbilityDecoTool_BPReleaseSecondaryFire Parms{};

	Parms.FortDecoHelper = FortDecoHelper;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPReleaseTrigger
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortDecoHelper*                  FortDecoHelper                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortCustomizableAbilityDecoTool::BPReleaseTrigger(class AFortDecoHelper* FortDecoHelper)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPReleaseTrigger");

	Params::FortCustomizableAbilityDecoTool_BPReleaseTrigger Parms{};

	Parms.FortDecoHelper = FortDecoHelper;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerPressSecondaryFire
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortCustomizableAbilityDecoTool::BPServerPressSecondaryFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerPressSecondaryFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.BPServerReleaseSecondaryFire
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortCustomizableAbilityDecoTool::BPServerReleaseSecondaryFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "BPServerReleaseSecondaryFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.ExecuteDecoAbility
// (Final, Native, Public, BlueprintCallable)

void AFortCustomizableAbilityDecoTool::ExecuteDecoAbility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ExecuteDecoAbility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressSecondaryFire
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortCustomizableAbilityDecoTool::ServerPressSecondaryFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressSecondaryFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerPressTrigger
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortCustomizableAbilityDecoTool::ServerPressTrigger()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerPressTrigger");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseSecondaryFire
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortCustomizableAbilityDecoTool::ServerReleaseSecondaryFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseSecondaryFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortCustomizableAbilityDecoTool.ServerReleaseTrigger
// (BlueprintCosmetic, Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortCustomizableAbilityDecoTool::ServerReleaseTrigger()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortCustomizableAbilityDecoTool", "ServerReleaseTrigger");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTooltipLibrary.FormatAttributeBuffs
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortAttributeInfo               AttributeInfo                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   AdditiveBuff                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MultiplicativeBuff                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortTooltipLibrary::FormatAttributeBuffs(const struct FFortAttributeInfo& AttributeInfo, float AdditiveBuff, float MultiplicativeBuff)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTooltipLibrary", "FormatAttributeBuffs");

	Params::FortTooltipLibrary_FormatAttributeBuffs Parms{};

	Parms.AttributeInfo = std::move(AttributeInfo);
	Parms.AdditiveBuff = AdditiveBuff;
	Parms.MultiplicativeBuff = MultiplicativeBuff;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_MCPContextRecycleItems.RecycleItems
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortMcpContext*                  Param_MCPContext                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*>                Param_ItemsToRecycle                                   (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class UFortAsyncAction_MCPContextRecycleItems*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_MCPContextRecycleItems* UFortAsyncAction_MCPContextRecycleItems::RecycleItems(const class UFortMcpContext* Param_MCPContext, const TArray<class UFortItem*>& Param_ItemsToRecycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_MCPContextRecycleItems", "RecycleItems");

	Params::FortAsyncAction_MCPContextRecycleItems_RecycleItems Parms{};

	Parms.Param_MCPContext = Param_MCPContext;
	Parms.Param_ItemsToRecycle = std::move(Param_ItemsToRecycle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAsyncAction_MCPContextRecycleItems.OnMCPRequestComplete__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortAsyncAction_MCPContextRecycleItems::OnMCPRequestComplete__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_MCPContextRecycleItems", "OnMCPRequestComplete__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortDamageNumbersActor.OnNewDamageNumber
// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FFortDamageNumberInfo            NewDamageNumberInfo                                    (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortDamageNumbersActor::OnNewDamageNumber(const struct FFortDamageNumberInfo& NewDamageNumberInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageNumbersActor", "OnNewDamageNumber");

	Params::FortDamageNumbersActor_OnNewDamageNumber Parms{};

	Parms.NewDamageNumberInfo = std::move(NewDamageNumberInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortDamageNumbersActor.SetMaterialParameters
// (Final, Native, Protected, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortDamageNumberInfo            NewDamageNumberInfo                                    (Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FTransform                       CameraTransform                                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          NumberLocation                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDamageNumbersActor::SetMaterialParameters(struct FFortDamageNumberInfo& NewDamageNumberInfo, const struct FTransform& CameraTransform, const struct FVector& NumberLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageNumbersActor", "SetMaterialParameters");

	Params::FortDamageNumbersActor_SetMaterialParameters Parms{};

	Parms.NewDamageNumberInfo = std::move(NewDamageNumberInfo);
	Parms.CameraTransform = std::move(CameraTransform);
	Parms.NumberLocation = std::move(NumberLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	NewDamageNumberInfo = std::move(Parms.NewDamageNumberInfo);
}


// Function FortniteGame.FortLightningActor.CleanupLightning
// (Final, Native, Public, BlueprintCallable)

void AFortLightningActor::CleanupLightning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLightningActor", "CleanupLightning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLightningActor.GenerateBoltLocations
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          StartLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          EndLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinLength                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxLength                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RandomVectorContribution                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MinSizeDecayRate                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxSizeDecayRate                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FalloffMultiplier                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLightningActor::GenerateBoltLocations(const struct FVector& StartLocation, const struct FVector& EndLocation, float MinLength, float MaxLength, float RandomVectorContribution, float MinSizeDecayRate, float MaxSizeDecayRate, float FalloffMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLightningActor", "GenerateBoltLocations");

	Params::FortLightningActor_GenerateBoltLocations Parms{};

	Parms.StartLocation = std::move(StartLocation);
	Parms.EndLocation = std::move(EndLocation);
	Parms.MinLength = MinLength;
	Parms.MaxLength = MaxLength;
	Parms.RandomVectorContribution = RandomVectorContribution;
	Parms.MinSizeDecayRate = MinSizeDecayRate;
	Parms.MaxSizeDecayRate = MaxSizeDecayRate;
	Parms.FalloffMultiplier = FalloffMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLightningActor.InitializeLightning
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           InActorToNotify                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLightningActor::InitializeLightning(class AActor* InActorToNotify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLightningActor", "InitializeLightning");

	Params::FortLightningActor_InitializeLightning Parms{};

	Parms.InActorToNotify = InActorToNotify;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLightningActor.OnLightingCleanup
// (Event, Public, BlueprintEvent)

void AFortLightningActor::OnLightingCleanup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLightningActor", "OnLightingCleanup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortLightningActor.OnLightingInitialized
// (Event, Public, BlueprintEvent)

void AFortLightningActor::OnLightingInitialized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLightningActor", "OnLightingInitialized");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortStormShieldComponent.OwnerDestroyed
// (Final, Native, Protected)
// Parameters:
// class AActor*                           InOwner                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortStormShieldComponent::OwnerDestroyed(class AActor* InOwner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortStormShieldComponent", "OwnerDestroyed");

	Params::FortStormShieldComponent_OwnerDestroyed Parms{};

	Parms.InOwner = InOwner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortStormShieldComponent.StormShieldCreated
// (Final, Native, Protected)
// Parameters:
// class AFortMissionStormShield*          Shield                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortStormShieldComponent::StormShieldCreated(class AFortMissionStormShield* Shield)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortStormShieldComponent", "StormShieldCreated");

	Params::FortStormShieldComponent_StormShieldCreated Parms{};

	Parms.Shield = Shield;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_DiceCritChance
// (Final, Native, Protected)

void UFortDamageSet::OnRep_DiceCritChance()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_DiceCritChance");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_DiceCritMultiplier
// (Final, Native, Protected)

void UFortDamageSet::OnRep_DiceCritMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_DiceCritMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_HealthDamageScale
// (Final, Native, Protected)

void UFortDamageSet::OnRep_HealthDamageScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_HealthDamageScale");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_KnockbackMagnitude
// (Final, Native, Protected)

void UFortDamageSet::OnRep_KnockbackMagnitude()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_KnockbackMagnitude");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_KnockbackZAngle
// (Final, Native, Protected)

void UFortDamageSet::OnRep_KnockbackZAngle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_KnockbackZAngle");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_OutgoingAbilityDamage
// (Final, Native, Protected)

void UFortDamageSet::OnRep_OutgoingAbilityDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_OutgoingAbilityDamage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_OutgoingBaseAbilityDamageMultiplier
// (Final, Native, Protected)

void UFortDamageSet::OnRep_OutgoingBaseAbilityDamageMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_OutgoingBaseAbilityDamageMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_OutgoingBaseDamage
// (Final, Native, Protected)

void UFortDamageSet::OnRep_OutgoingBaseDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_OutgoingBaseDamage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_OutgoingBaseEnvironmentalDamage
// (Final, Native, Protected)

void UFortDamageSet::OnRep_OutgoingBaseEnvironmentalDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_OutgoingBaseEnvironmentalDamage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_OutgoingBaseImpactDamage
// (Final, Native, Protected)

void UFortDamageSet::OnRep_OutgoingBaseImpactDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_OutgoingBaseImpactDamage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_ShieldDamageScale
// (Final, Native, Protected)

void UFortDamageSet::OnRep_ShieldDamageScale()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_ShieldDamageScale");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_StunTime
// (Final, Native, Protected)

void UFortDamageSet::OnRep_StunTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_StunTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_WeaponSkill
// (Final, Native, Protected)

void UFortDamageSet::OnRep_WeaponSkill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_WeaponSkill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDamageSet.OnRep_ZoneCritMultiplier
// (Final, Native, Protected)

void UFortDamageSet::OnRep_ZoneCritMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDamageSet", "OnRep_ZoneCritMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDateTimeLibrary.GetMcpRelativeUtcNow
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDateTime                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FDateTime UFortDateTimeLibrary::GetMcpRelativeUtcNow(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDateTimeLibrary", "GetMcpRelativeUtcNow");

	Params::FortDateTimeLibrary_GetMcpRelativeUtcNow Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDateTimeLibrary.GetTimeSinceAthenaSeasonStart
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortDateTimeLibrary::GetTimeSinceAthenaSeasonStart(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDateTimeLibrary", "GetTimeSinceAthenaSeasonStart");

	Params::FortDateTimeLibrary_GetTimeSinceAthenaSeasonStart Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDateTimeLibrary.GetTimeSinceEventTagStart
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventTag                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortDateTimeLibrary::GetTimeSinceEventTagStart(class AFortPlayerController* FortPC, const class FString& EventTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDateTimeLibrary", "GetTimeSinceEventTagStart");

	Params::FortDateTimeLibrary_GetTimeSinceEventTagStart Parms{};

	Parms.FortPC = FortPC;
	Parms.EventTag = std::move(EventTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDateTimeLibrary.GetTimespanAsText
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FTimespan                        Timespan                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bShowSeconds                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ETimespanAsTextFormat                   FormatType                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortDateTimeLibrary::GetTimespanAsText(const struct FTimespan& Timespan, bool bShowSeconds, ETimespanAsTextFormat FormatType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDateTimeLibrary", "GetTimespanAsText");

	Params::FortDateTimeLibrary_GetTimespanAsText Parms{};

	Parms.Timespan = std::move(Timespan);
	Parms.bShowSeconds = bShowSeconds;
	Parms.FormatType = FormatType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDateTimeLibrary.GetTimeTillEventTagEnds
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventTag                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortDateTimeLibrary::GetTimeTillEventTagEnds(class AFortPlayerController* FortPC, const class FString& EventTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDateTimeLibrary", "GetTimeTillEventTagEnds");

	Params::FortDateTimeLibrary_GetTimeTillEventTagEnds Parms{};

	Parms.FortPC = FortPC;
	Parms.EventTag = std::move(EventTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLoadingScreenPreviewActor.PreviewLoadingScreen
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaLoadingScreenItemDefinition*LoadingScreen                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLoadingScreenPreviewActor::PreviewLoadingScreen(const class UAthenaLoadingScreenItemDefinition* LoadingScreen)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLoadingScreenPreviewActor", "PreviewLoadingScreen");

	Params::FortLoadingScreenPreviewActor_PreviewLoadingScreen Parms{};

	Parms.LoadingScreen = LoadingScreen;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.LevelSaveSpawnable.PostFinishSpawning
// (Native, Event, Public, BlueprintEvent)

void ILevelSaveSpawnable::PostFinishSpawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveSpawnable", "PostFinishSpawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveSpawnable.PostLevelSaveSpawnCleanup
// (Native, Event, Public, BlueprintEvent)

void ILevelSaveSpawnable::PostLevelSaveSpawnCleanup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveSpawnable", "PostLevelSaveSpawnCleanup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveSpawnable.PreFinishSpawning
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortVolume*                      VolumeSpawnedWithin                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ILevelSaveSpawnable::PreFinishSpawning(class AFortVolume* VolumeSpawnedWithin)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveSpawnable", "PreFinishSpawning");

	Params::LevelSaveSpawnable_PreFinishSpawning Parms{};

	Parms.VolumeSpawnedWithin = VolumeSpawnedWithin;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveSpawnable.PreSaveBaseActorRecord
// (Native, Event, Public, BlueprintEvent)

void ILevelSaveSpawnable::PreSaveBaseActorRecord()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveSpawnable", "PreSaveBaseActorRecord");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.GetContainerNameAndLevelKey
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AKeepItemContainer::GetContainerNameAndLevelKey()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "GetContainerNameAndLevelKey");

	Params::KeepItemContainer_GetContainerNameAndLevelKey Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepItemContainer.InitializeContainer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InitUpgradeLevel                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepItemContainer::InitializeContainer(int32 InitUpgradeLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "InitializeContainer");

	Params::KeepItemContainer_InitializeContainer Parms{};

	Parms.InitUpgradeLevel = InitUpgradeLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.OnRep_HostUpgradeLevel
// (Final, Native, Public)

void AKeepItemContainer::OnRep_HostUpgradeLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "OnRep_HostUpgradeLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.OnRep_SearchedBy
// (Final, Native, Protected)

void AKeepItemContainer::OnRep_SearchedBy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "OnRep_SearchedBy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.ResetContainer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepItemContainer::ResetContainer(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "ResetContainer");

	Params::KeepItemContainer_ResetContainer Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.RestoreLoot
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepItemContainer::RestoreLoot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "RestoreLoot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepItemContainer.GetLootTierOverride
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AKeepItemContainer::GetLootTierOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepItemContainer", "GetLootTierOverride");

	Params::KeepItemContainer_GetLootTierOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_CheckForUpdate.CheckForUpdate
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          InWorldContextObject                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InShowDialogOnFailure                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_CheckForUpdate*  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_CheckForUpdate* UFortAsyncAction_CheckForUpdate::CheckForUpdate(class UObject* InWorldContextObject, bool InShowDialogOnFailure)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_CheckForUpdate", "CheckForUpdate");

	Params::FortAsyncAction_CheckForUpdate_CheckForUpdate Parms{};

	Parms.InWorldContextObject = InWorldContextObject;
	Parms.InShowDialogOnFailure = InShowDialogOnFailure;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDefenderItemDefinition.GetDefenderSubtype
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDefenderSubtype                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDefenderSubtype UFortDefenderItemDefinition::GetDefenderSubtype() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDefenderItemDefinition", "GetDefenderSubtype");

	Params::FortDefenderItemDefinition_GetDefenderSubtype Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDefenderItemDefinition.GetDefenderSubtypeTag
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortDefenderItemDefinition::GetDefenderSubtypeTag() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDefenderItemDefinition", "GetDefenderSubtypeTag");

	Params::FortDefenderItemDefinition_GetDefenderSubtypeTag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUITeamInfo.IsTeamMemberSynchronizing
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortUITeamInfo::IsTeamMemberSynchronizing(const struct FUniqueNetIdRepl& PlayerID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "IsTeamMemberSynchronizing");

	Params::FortUITeamInfo_IsTeamMemberSynchronizing Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamHitPointFractionsChanged__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// TArray<float>                           HealthFractions                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<float>                           ShieldFractions                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortUITeamInfo::OnTeamHitPointFractionsChanged__DelegateSignature(const TArray<float>& HealthFractions, const TArray<float>& ShieldFractions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamHitPointFractionsChanged__DelegateSignature");

	Params::FortUITeamInfo_OnTeamHitPointFractionsChanged__DelegateSignature Parms{};

	Parms.HealthFractions = std::move(HealthFractions);
	Parms.ShieldFractions = std::move(ShieldFractions);

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamMemberAddedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// struct FFortTeamMemberInfo              NewTeamMemberInfo                                      (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortUITeamInfo::OnTeamMemberAddedDelegate__DelegateSignature(const struct FFortTeamMemberInfo& NewTeamMemberInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamMemberAddedDelegate__DelegateSignature");

	Params::FortUITeamInfo_OnTeamMemberAddedDelegate__DelegateSignature Parms{};

	Parms.NewTeamMemberInfo = std::move(NewTeamMemberInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamMemberFinishedSynchronizingDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// struct FUniqueNetIdRepl                 NewTeamMemberId                                        (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortUITeamInfo::OnTeamMemberFinishedSynchronizingDelegate__DelegateSignature(const struct FUniqueNetIdRepl& NewTeamMemberId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamMemberFinishedSynchronizingDelegate__DelegateSignature");

	Params::FortUITeamInfo_OnTeamMemberFinishedSynchronizingDelegate__DelegateSignature Parms{};

	Parms.NewTeamMemberId = std::move(NewTeamMemberId);

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamMemberRemovedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// int32                                   PlayerIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortUITeamInfo::OnTeamMemberRemovedDelegate__DelegateSignature(int32 PlayerIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamMemberRemovedDelegate__DelegateSignature");

	Params::FortUITeamInfo_OnTeamMemberRemovedDelegate__DelegateSignature Parms{};

	Parms.PlayerIndex = PlayerIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamMemberSimpleDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortUITeamInfo::OnTeamMemberSimpleDelegate__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamMemberSimpleDelegate__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// DelegateFunction FortniteGame.FortUITeamInfo.OnTeamMemberStateChangedDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// struct FFortTeamMemberInfo              TeamMemberInfo                                         (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortUITeamInfo::OnTeamMemberStateChangedDelegate__DelegateSignature(const struct FFortTeamMemberInfo& TeamMemberInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "OnTeamMemberStateChangedDelegate__DelegateSignature");

	Params::FortUITeamInfo_OnTeamMemberStateChangedDelegate__DelegateSignature Parms{};

	Parms.TeamMemberInfo = std::move(TeamMemberInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortUITeamInfo.GetTeamHitPointFractions
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<float>                           HealthFractions                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<float>                           ShieldFractions                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortUITeamInfo::GetTeamHitPointFractions(TArray<float>* HealthFractions, TArray<float>* ShieldFractions) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "GetTeamHitPointFractions");

	Params::FortUITeamInfo_GetTeamHitPointFractions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (HealthFractions != nullptr)
		*HealthFractions = std::move(Parms.HealthFractions);

	if (ShieldFractions != nullptr)
		*ShieldFractions = std::move(Parms.ShieldFractions);
}


// Function FortniteGame.FortUITeamInfo.GetTeamMemberIDs
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<struct FUniqueNetIdRepl>         TeamMemberIDs                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortUITeamInfo::GetTeamMemberIDs(TArray<struct FUniqueNetIdRepl>* TeamMemberIDs) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "GetTeamMemberIDs");

	Params::FortUITeamInfo_GetTeamMemberIDs Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (TeamMemberIDs != nullptr)
		*TeamMemberIDs = std::move(Parms.TeamMemberIDs);
}


// Function FortniteGame.FortUITeamInfo.GetTeamMembers
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<struct FFortTeamMemberInfo>      TeamMembers                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortUITeamInfo::GetTeamMembers(TArray<struct FFortTeamMemberInfo>* TeamMembers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUITeamInfo", "GetTeamMembers");

	Params::FortUITeamInfo_GetTeamMembers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (TeamMembers != nullptr)
		*TeamMembers = std::move(Parms.TeamMembers);
}


// Function FortniteGame.FortDeployableBaseManager.GetCurrent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortDeployableBaseManager*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortDeployableBaseManager* AFortDeployableBaseManager::GetCurrent(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortDeployableBaseManager", "GetCurrent");

	Params::FortDeployableBaseManager_GetCurrent Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseManager.ReloadAllPlots
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortDeployableBaseManager::ReloadAllPlots()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "ReloadAllPlots");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseManager.SetKeepDeployableBasesOnLogout
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInKeepBasesOnLogout                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDeployableBaseManager::SetKeepDeployableBasesOnLogout(bool bInKeepBasesOnLogout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "SetKeepDeployableBasesOnLogout");

	Params::FortDeployableBaseManager_SetKeepDeployableBasesOnLogout Parms{};

	Parms.bInKeepBasesOnLogout = bInKeepBasesOnLogout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseManager.BroadcastHordeWaveStinger
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, Const)
// Parameters:
// EHordeWaveStingerType                   StingerType                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortDeployableBaseManager::BroadcastHordeWaveStinger(EHordeWaveStingerType StingerType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "BroadcastHordeWaveStinger");

	Params::FortDeployableBaseManager_BroadcastHordeWaveStinger Parms{};

	Parms.StingerType = StingerType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortDeployableBaseManager.GetAllDeployableBasePlots
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class ADeployableBasePlot*>      OutDeployableBasePlots                                 (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortDeployableBaseManager::GetAllDeployableBasePlots(TArray<class ADeployableBasePlot*>* OutDeployableBasePlots) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetAllDeployableBasePlots");

	Params::FortDeployableBaseManager_GetAllDeployableBasePlots Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutDeployableBasePlots != nullptr)
		*OutDeployableBasePlots = std::move(Parms.OutDeployableBasePlots);
}


// Function FortniteGame.FortDeployableBaseManager.GetAvailableTiers
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FAvailableTierLayout>     OutAvailableTiers                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortDeployableBaseManager::GetAvailableTiers(TArray<struct FAvailableTierLayout>* OutAvailableTiers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetAvailableTiers");

	Params::FortDeployableBaseManager_GetAvailableTiers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAvailableTiers != nullptr)
		*OutAvailableTiers = std::move(Parms.OutAvailableTiers);
}


// Function FortniteGame.FortDeployableBaseManager.GetDeployableBasePlotFromLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADeployableBasePlot*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ADeployableBasePlot* AFortDeployableBaseManager::GetDeployableBasePlotFromLocation(const struct FVector& Location) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetDeployableBasePlotFromLocation");

	Params::FortDeployableBaseManager_GetDeployableBasePlotFromLocation Parms{};

	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseManager.GetDeployableBaseUseType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EDeployableBaseUseType                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EDeployableBaseUseType AFortDeployableBaseManager::GetDeployableBaseUseType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetDeployableBaseUseType");

	Params::FortDeployableBaseManager_GetDeployableBaseUseType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseManager.GetHighestDefeatedTierForPlayerAndLayout
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTieredCollectionLayout*      Layout                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortDeployableBaseManager::GetHighestDefeatedTierForPlayerAndLayout(const struct FUniqueNetIdRepl& PlayerID, const class UFortTieredCollectionLayout* Layout) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetHighestDefeatedTierForPlayerAndLayout");

	Params::FortDeployableBaseManager_GetHighestDefeatedTierForPlayerAndLayout Parms{};

	Parms.PlayerID = std::move(PlayerID);
	Parms.Layout = Layout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortDeployableBaseManager.GetTierOutputForSelectedTier
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTieredCollectionLayout*      Layout                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortTierCollectionLayoutOutput  Output                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortDeployableBaseManager::GetTierOutputForSelectedTier(int32 Tier, const class UFortTieredCollectionLayout* Layout, struct FFortTierCollectionLayoutOutput* Output) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDeployableBaseManager", "GetTierOutputForSelectedTier");

	Params::FortDeployableBaseManager_GetTierOutputForSelectedTier Parms{};

	Parms.Tier = Tier;
	Parms.Layout = Layout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Output != nullptr)
		*Output = std::move(Parms.Output);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.FormatStat
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TSubclassOf<class UFortMinigameStatFilter>InStat                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortMinigame::FormatStat(TSubclassOf<class UFortMinigameStatFilter> InStat, int32 InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMinigame", "FormatStat");

	Params::FortMinigame_FormatStat Parms{};

	Parms.InStat = InStat;
	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.AddMinigameActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddMinigameActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddMinigameActor");

	Params::FortMinigame_AddMinigameActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.AddMinigameComponent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddMinigameComponent(class UFortMinigameLogicComponent* MinigameComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddMinigameComponent");

	Params::FortMinigame_AddMinigameComponent Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.AddMinigamePlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddMinigamePlayer(class AFortPlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddMinigamePlayer");

	Params::FortMinigame_AddMinigamePlayer Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.AddStatToGroup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InCount                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddStatToGroup(TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddStatToGroup");

	Params::FortMinigame_AddStatToGroup Parms{};

	Parms.InFilter = InFilter;
	Parms.InCount = InCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.AddStatToPlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 InPlayer                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InCount                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddStatToPlayer(class AFortPlayerState* InPlayer, TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddStatToPlayer");

	Params::FortMinigame_AddStatToPlayer Parms{};

	Parms.InPlayer = InPlayer;
	Parms.InFilter = InFilter;
	Parms.InCount = InCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.AddStatToTeam
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InCount                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::AddStatToTeam(uint8 InTeam, TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InCount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "AddStatToTeam");

	Params::FortMinigame_AddStatToTeam Parms{};

	Parms.InTeam = InTeam;
	Parms.InFilter = InFilter;
	Parms.InCount = InCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.CheckEndConditions
// (Final, Native, Protected)

void AFortMinigame::CheckEndConditions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "CheckEndConditions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.CheckEndConditionsInternal
// (Final, Native, Protected)

void AFortMinigame::CheckEndConditionsInternal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "CheckEndConditionsInternal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.CheckRemainingLivingPlayersForEndCondition
// (Final, Native, Protected)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::CheckRemainingLivingPlayersForEndCondition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "CheckRemainingLivingPlayersForEndCondition");

	Params::FortMinigame_CheckRemainingLivingPlayersForEndCondition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.ChoosePlayerStart
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AController*                      Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* AFortMinigame::ChoosePlayerStart(class AController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ChoosePlayerStart");

	Params::FortMinigame_ChoosePlayerStart Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.ClearPlayerInventories
// (Final, Native, Protected)

void AFortMinigame::ClearPlayerInventories()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ClearPlayerInventories");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.ClearPlayerInventory
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerControllerAthena*      PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::ClearPlayerInventory(class AFortPlayerControllerAthena* PlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ClearPlayerInventory");

	Params::FortMinigame_ClearPlayerInventory Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.ClearTeleportForMinigame
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawn*                  InPawn                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::ClearTeleportForMinigame(class AFortPlayerPawn* InPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ClearTeleportForMinigame");

	Params::FortMinigame_ClearTeleportForMinigame Parms{};

	Parms.InPawn = InPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.DetermineSpawnLocation
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerStateAthena*           PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         OutRotation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bOutRespawningOnGround                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::DetermineSpawnLocation(class AFortPlayerStateAthena* PlayerState, struct FVector* OutLocation, struct FRotator* OutRotation, bool* bOutRespawningOnGround)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "DetermineSpawnLocation");

	Params::FortMinigame_DetermineSpawnLocation Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	if (OutRotation != nullptr)
		*OutRotation = std::move(Parms.OutRotation);

	if (bOutRespawningOnGround != nullptr)
		*bOutRespawningOnGround = Parms.bOutRespawningOnGround;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.EndMinigame
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            InstigatorPC                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAbandon                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::EndMinigame(class AFortPlayerController* InstigatorPC, bool bAbandon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "EndMinigame");

	Params::FortMinigame_EndMinigame Parms{};

	Parms.InstigatorPC = InstigatorPC;
	Parms.bAbandon = bAbandon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.EndWarmup
// (Final, Native, Protected)

void AFortMinigame::EndWarmup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "EndWarmup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.GetAirSpawnLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerStateAthena*           PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         OutRotation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::GetAirSpawnLocation(class AFortPlayerStateAthena* PlayerState, struct FVector* OutLocation, struct FRotator* OutRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetAirSpawnLocation");

	Params::FortMinigame_GetAirSpawnLocation Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	if (OutRotation != nullptr)
		*OutRotation = std::move(Parms.OutRotation);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetOrderedMinigameStatsRows
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FMinigameStatRow>         OutStats                                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::GetOrderedMinigameStatsRows(TArray<struct FMinigameStatRow>* OutStats)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetOrderedMinigameStatsRows");

	Params::FortMinigame_GetOrderedMinigameStatsRows Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutStats != nullptr)
		*OutStats = std::move(Parms.OutStats);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetPlayerStartComponentsByTagQuery
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UFortMinigamePlayerStartComponent*>OutPlayerStartComponents                               (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMinigame::GetPlayerStartComponentsByTagQuery(TArray<class UFortMinigamePlayerStartComponent*>* OutPlayerStartComponents, const struct FGameplayTagQuery& TagQuery)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetPlayerStartComponentsByTagQuery");

	Params::FortMinigame_GetPlayerStartComponentsByTagQuery Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPlayerStartComponents != nullptr)
		*OutPlayerStartComponents = std::move(Parms.OutPlayerStartComponents);
}


// Function FortniteGame.FortMinigame.GetStartQueryForPlayer
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class APlayerState*                     Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagQuery AFortMinigame::GetStartQueryForPlayer(class APlayerState* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetStartQueryForPlayer");

	Params::FortMinigame_GetStartQueryForPlayer Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetTrackedTeams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<uint8>                           OutTeams                                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMinigame::GetTrackedTeams(TArray<uint8>* OutTeams)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetTrackedTeams");

	Params::FortMinigame_GetTrackedTeams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTeams != nullptr)
		*OutTeams = std::move(Parms.OutTeams);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.HandleMinigameComponentAdded
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::HandleMinigameComponentAdded(class UFortMinigameLogicComponent* MinigameComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameComponentAdded");

	Params::FortMinigame_HandleMinigameComponentAdded Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleMinigameComponentInPlayChanged
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::HandleMinigameComponentInPlayChanged(class UFortMinigameLogicComponent* MinigameComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameComponentInPlayChanged");

	Params::FortMinigame_HandleMinigameComponentInPlayChanged Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleMinigameComponentRemoved
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::HandleMinigameComponentRemoved(class UFortMinigameLogicComponent* MinigameComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameComponentRemoved");

	Params::FortMinigame_HandleMinigameComponentRemoved Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleMinigameEnded
// (Native, Event, Protected, BlueprintEvent)

void AFortMinigame::HandleMinigameEnded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameEnded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleMinigameStarted
// (Native, Event, Protected, BlueprintEvent)

void AFortMinigame::HandleMinigameStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameStarted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleMinigameWarmup
// (Native, Event, Protected, BlueprintEvent)

void AFortMinigame::HandleMinigameWarmup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleMinigameWarmup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.HandleVolumeEditModeChange
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bInEditMode                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::HandleVolumeEditModeChange(bool bInEditMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HandleVolumeEditModeChange");

	Params::FortMinigame_HandleVolumeEditModeChange Parms{};

	Parms.bInEditMode = bInEditMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.IsActorPositionInsideTerrain
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       OutHit                                                 (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsActorPositionInsideTerrain(class AActor* Actor, struct FHitResult* OutHit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsActorPositionInsideTerrain");

	Params::FortMinigame_IsActorPositionInsideTerrain Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHit != nullptr)
		*OutHit = std::move(Parms.OutHit);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsAnyEndConditionComplete
// (Final, Native, Protected)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsAnyEndConditionComplete()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsAnyEndConditionComplete");

	Params::FortMinigame_IsAnyEndConditionComplete Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsLocationInsideTerrain
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       OutHit                                                 (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsLocationInsideTerrain(const struct FVector& Location, struct FHitResult* OutHit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsLocationInsideTerrain");

	Params::FortMinigame_IsLocationInsideTerrain Parms{};

	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHit != nullptr)
		*OutHit = std::move(Parms.OutHit);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsPlayerTeleportingOrRespawningForGameplay
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerStateAthena*           PlayerToCheck                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsPlayerTeleportingOrRespawningForGameplay(class AFortPlayerStateAthena* PlayerToCheck)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsPlayerTeleportingOrRespawningForGameplay");

	Params::FortMinigame_IsPlayerTeleportingOrRespawningForGameplay Parms{};

	Parms.PlayerToCheck = PlayerToCheck;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.K2_EnteredVolumeEvent
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::K2_EnteredVolumeEvent(class AFortPlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "K2_EnteredVolumeEvent");

	Params::FortMinigame_K2_EnteredVolumeEvent Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.K2_ExitedVolumeEvent
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// class AFortPlayerState*                 LeftPlayerState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::K2_ExitedVolumeEvent(class AFortPlayerState* LeftPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "K2_ExitedVolumeEvent");

	Params::FortMinigame_K2_ExitedVolumeEvent Parms{};

	Parms.LeftPlayerState = LeftPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.K2_HasStarted
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortMinigameExec                       OutExec                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::K2_HasStarted(EFortMinigameExec* OutExec)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "K2_HasStarted");

	Params::FortMinigame_K2_HasStarted Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutExec != nullptr)
		*OutExec = Parms.OutExec;
}


// Function FortniteGame.FortMinigame.K2_IsInProgress
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortMinigameExec                       OutExec                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::K2_IsInProgress(EFortMinigameExec* OutExec)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "K2_IsInProgress");

	Params::FortMinigame_K2_IsInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutExec != nullptr)
		*OutExec = Parms.OutExec;
}


// Function FortniteGame.FortMinigame.K2_RecordPostGameStatsForPlayer
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FMinigamePlayer                  PlayerEntry                                            (Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortMinigame::K2_RecordPostGameStatsForPlayer(struct FMinigamePlayer& PlayerEntry)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "K2_RecordPostGameStatsForPlayer");

	Params::FortMinigame_K2_RecordPostGameStatsForPlayer Parms{};

	Parms.PlayerEntry = std::move(PlayerEntry);

	UObject::ProcessEvent(Func, &Parms);

	PlayerEntry = std::move(Parms.PlayerEntry);
}


// Function FortniteGame.FortMinigame.NativeEnteredVolumeEvent
// (Final, Native, Public)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::NativeEnteredVolumeEvent(class AFortPlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "NativeEnteredVolumeEvent");

	Params::FortMinigame_NativeEnteredVolumeEvent Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.NativeExitedVolumeEvent
// (Final, Native, Public)
// Parameters:
// class AFortPlayerState*                 LeftPlayerState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::NativeExitedVolumeEvent(class AFortPlayerState* LeftPlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "NativeExitedVolumeEvent");

	Params::FortMinigame_NativeExitedVolumeEvent Parms{};

	Parms.LeftPlayerState = LeftPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.NotifyStatEvent
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortQuestObjectiveStatEvent            Type                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          TargetObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            TargetTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            SourceTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ContextTags                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::NotifyStatEvent(EFortQuestObjectiveStatEvent Type, class UObject* TargetObject, class AFortPlayerController* PlayerController, const struct FGameplayTagContainer& TargetTags, const struct FGameplayTagContainer& SourceTags, const struct FGameplayTagContainer& ContextTags, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "NotifyStatEvent");

	Params::FortMinigame_NotifyStatEvent Parms{};

	Parms.Type = Type;
	Parms.TargetObject = TargetObject;
	Parms.PlayerController = PlayerController;
	Parms.TargetTags = std::move(TargetTags);
	Parms.SourceTags = std::move(SourceTags);
	Parms.ContextTags = std::move(ContextTags);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnClientFinishTeleportingForMinigame
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawn*                  InPawn                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::OnClientFinishTeleportingForMinigame(class AFortPlayerPawn* InPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnClientFinishTeleportingForMinigame");

	Params::FortMinigame_OnClientFinishTeleportingForMinigame Parms{};

	Parms.InPawn = InPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnPlayerPawnDied
// (Final, Native, Protected)
// Parameters:
// class AFortPlayerPawnAthena*            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::OnPlayerPawnDied(class AFortPlayerPawnAthena* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnPlayerPawnDied");

	Params::FortMinigame_OnPlayerPawnDied Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnPlayerPawnPossessed
// (Final, Native, Protected)
// Parameters:
// class APawn*                            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::OnPlayerPawnPossessed(class APawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnPlayerPawnPossessed");

	Params::FortMinigame_OnPlayerPawnPossessed Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnRep_CurrentState
// (Final, Native, Protected)

void AFortMinigame::OnRep_CurrentState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnRep_CurrentState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnRep_StatsChanged
// (Final, Native, Protected)

void AFortMinigame::OnRep_StatsChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnRep_StatsChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OnVolumeStateChanged
// (Final, Native, Protected)
// Parameters:
// EVolumeState                            NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      ChangedVolume                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::OnVolumeStateChanged(EVolumeState NewState, class AFortVolume* ChangedVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OnVolumeStateChanged");

	Params::FortMinigame_OnVolumeStateChanged Parms{};

	Parms.NewState = NewState;
	Parms.ChangedVolume = ChangedVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.OverridePlayerSpawnLocation
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class APawn*                            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerStateAthena*           PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         OutRotation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    bOutRespawningOnGround                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::OverridePlayerSpawnLocation(class APawn* PlayerPawn, class AFortPlayerStateAthena* PlayerState, struct FVector* OutLocation, struct FRotator* OutRotation, bool* bOutRespawningOnGround)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "OverridePlayerSpawnLocation");

	Params::FortMinigame_OverridePlayerSpawnLocation Parms{};

	Parms.PlayerPawn = PlayerPawn;
	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	if (OutRotation != nullptr)
		*OutRotation = std::move(Parms.OutRotation);

	if (bOutRespawningOnGround != nullptr)
		*bOutRespawningOnGround = Parms.bOutRespawningOnGround;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.PutPlayerIntoStasis
// (Final, Native, Protected)
// Parameters:
// class APawn*                            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::PutPlayerIntoStasis(class APawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "PutPlayerIntoStasis");

	Params::FortMinigame_PutPlayerIntoStasis Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.RecheckInventory
// (Final, Native, Protected)
// Parameters:
// class APawn*                            PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::RecheckInventory(class APawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "RecheckInventory");

	Params::FortMinigame_RecheckInventory Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.RemoveMinigameActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::RemoveMinigameActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "RemoveMinigameActor");

	Params::FortMinigame_RemoveMinigameActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.RemoveMinigameComponent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::RemoveMinigameComponent(class UFortMinigameLogicComponent* MinigameComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "RemoveMinigameComponent");

	Params::FortMinigame_RemoveMinigameComponent Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.RemoveMinigamePlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::RemoveMinigamePlayer(class AFortPlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "RemoveMinigamePlayer");

	Params::FortMinigame_RemoveMinigamePlayer Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.ResetStats
// (Final, BlueprintAuthorityOnly, Native, Protected, BlueprintCallable)

void AFortMinigame::ResetStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ResetStats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.RestartMinigame
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            InstigatorPC                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::RestartMinigame(class AFortPlayerController* InstigatorPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "RestartMinigame");

	Params::FortMinigame_RestartMinigame Parms{};

	Parms.InstigatorPC = InstigatorPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.SetPvPTeamForPlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Team                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::SetPvPTeamForPlayer(class AFortPlayerState* PlayerState, int32 Team)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SetPvPTeamForPlayer");

	Params::FortMinigame_SetPvPTeamForPlayer Parms{};

	Parms.PlayerState = PlayerState;
	Parms.Team = Team;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.SetStatForGroup
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::SetStatForGroup(TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SetStatForGroup");

	Params::FortMinigame_SetStatForGroup Parms{};

	Parms.InFilter = InFilter;
	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.SetStatForPlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 InPlayer                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::SetStatForPlayer(const class AFortPlayerState* InPlayer, TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SetStatForPlayer");

	Params::FortMinigame_SetStatForPlayer Parms{};

	Parms.InPlayer = InPlayer;
	Parms.InFilter = InFilter;
	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.SetStatForTeam
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InValue                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::SetStatForTeam(uint8 InTeam, TSubclassOf<class UFortMinigameStatFilter> InFilter, int32 InValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SetStatForTeam");

	Params::FortMinigame_SetStatForTeam Parms{};

	Parms.InTeam = InTeam;
	Parms.InFilter = InFilter;
	Parms.InValue = InValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.SetTeamForPlayer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   NewTeam                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::SetTeamForPlayer(class AFortPlayerState* PlayerState, uint8 NewTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SetTeamForPlayer");

	Params::FortMinigame_SetTeamForPlayer Parms{};

	Parms.PlayerState = PlayerState;
	Parms.NewTeam = NewTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.StartMinigame
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            InstigatorPC                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMinigame::StartMinigame(class AFortPlayerController* InstigatorPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "StartMinigame");

	Params::FortMinigame_StartMinigame Parms{};

	Parms.InstigatorPC = InstigatorPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.ToggleAutoRestartMinigame
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortMinigame::ToggleAutoRestartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "ToggleAutoRestartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigame.CanPlayerRespawn
// (Final, Native, Public, Const)
// Parameters:
// class AFortPlayerState*                 InPlayerState                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::CanPlayerRespawn(const class AFortPlayerState* InPlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "CanPlayerRespawn");

	Params::FortMinigame_CanPlayerRespawn Parms{};

	Parms.InPlayerState = InPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.EvaluateStatQuery
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortMinigameStatQuery           InQuery                                                (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::EvaluateStatQuery(const struct FFortMinigameStatQuery& InQuery) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "EvaluateStatQuery");

	Params::FortMinigame_EvaluateStatQuery Parms{};

	Parms.InQuery = std::move(InQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetMinigameComponentsByTagQuery
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortMinigameLogicComponent*>OutComponents                                          (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMinigame::GetMinigameComponentsByTagQuery(TArray<class UFortMinigameLogicComponent*>* OutComponents, const struct FGameplayTagQuery& TagQuery) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetMinigameComponentsByTagQuery");

	Params::FortMinigame_GetMinigameComponentsByTagQuery Parms{};

	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutComponents != nullptr)
		*OutComponents = std::move(Parms.OutComponents);
}


// Function FortniteGame.FortMinigame.GetParticipatingPlayers
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerState*>         OutPlayers                                             (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMinigame::GetParticipatingPlayers(TArray<class AFortPlayerState*>* OutPlayers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetParticipatingPlayers");

	Params::FortMinigame_GetParticipatingPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPlayers != nullptr)
		*OutPlayers = std::move(Parms.OutPlayers);
}


// Function FortniteGame.FortMinigame.GetRuntime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMinigame::GetRuntime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetRuntime");

	Params::FortMinigame_GetRuntime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetSortedParticipatingPlayers
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerState*>         PlayerStates                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortMinigame::GetSortedParticipatingPlayers(TArray<class AFortPlayerState*>* PlayerStates) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetSortedParticipatingPlayers");

	Params::FortMinigame_GetSortedParticipatingPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (PlayerStates != nullptr)
		*PlayerStates = std::move(Parms.PlayerStates);
}


// Function FortniteGame.FortMinigame.GetSpawnLocationSetting
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortMinigamePlayerSpawnLocationSetting ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortMinigamePlayerSpawnLocationSetting AFortMinigame::GetSpawnLocationSetting() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetSpawnLocationSetting");

	Params::FortMinigame_GetSpawnLocationSetting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetStatForGroup
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMinigame::GetStatForGroup(TSubclassOf<class UFortMinigameStatFilter> InFilter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetStatForGroup");

	Params::FortMinigame_GetStatForGroup Parms{};

	Parms.InFilter = InFilter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetStatForPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 InPlayer                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMinigame::GetStatForPlayer(const class AFortPlayerState* InPlayer, TSubclassOf<class UFortMinigameStatFilter> InFilter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetStatForPlayer");

	Params::FortMinigame_GetStatForPlayer Parms{};

	Parms.InPlayer = InPlayer;
	Parms.InFilter = InFilter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetStatForTeam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortMinigameStatFilter>InFilter                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMinigame::GetStatForTeam(uint8 InTeam, TSubclassOf<class UFortMinigameStatFilter> InFilter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetStatForTeam");

	Params::FortMinigame_GetStatForTeam Parms{};

	Parms.InTeam = InTeam;
	Parms.InFilter = InFilter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetTeamToSwapToWhenOutOfSpawns
// (Final, Native, Public, Const)
// Parameters:
// EFortTeam                               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortTeam AFortMinigame::GetTeamToSwapToWhenOutOfSpawns() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetTeamToSwapToWhenOutOfSpawns");

	Params::FortMinigame_GetTeamToSwapToWhenOutOfSpawns Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.GetTrackedPlayers
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class AFortPlayerState*>         OutPlayers                                             (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortMinigame::GetTrackedPlayers(TArray<class AFortPlayerState*>* OutPlayers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "GetTrackedPlayers");

	Params::FortMinigame_GetTrackedPlayers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPlayers != nullptr)
		*OutPlayers = std::move(Parms.OutPlayers);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.HasMinigameStarter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::HasMinigameStarter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HasMinigameStarter");

	Params::FortMinigame_HasMinigameStarter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.HasStarted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::HasStarted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "HasStarted");

	Params::FortMinigame_HasStarted Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsInProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsInProgress");

	Params::FortMinigame_IsInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsMinigameActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsMinigameActor(class AActor* Actor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsMinigameActor");

	Params::FortMinigame_IsMinigameActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsMinigameComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMinigameLogicComponent*      MinigameComponent                                      (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsMinigameComponent(class UFortMinigameLogicComponent* MinigameComponent) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsMinigameComponent");

	Params::FortMinigame_IsMinigameComponent Parms{};

	Parms.MinigameComponent = MinigameComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsMinigameStarter
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerController*            PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsMinigameStarter(class AFortPlayerController* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsMinigameStarter");

	Params::FortMinigame_IsMinigameStarter Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsPlayerInMinigame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bCheckSpectatingPlayers                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsPlayerInMinigame(const class AFortPlayerState* PlayerState, bool bCheckSpectatingPlayers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsPlayerInMinigame");

	Params::FortMinigame_IsPlayerInMinigame Parms{};

	Parms.PlayerState = PlayerState;
	Parms.bCheckSpectatingPlayers = bCheckSpectatingPlayers;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsPlayerInOurVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsPlayerInOurVolume(class AFortPlayerState* PlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsPlayerInOurVolume");

	Params::FortMinigame_IsPlayerInOurVolume Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsPlayerOutOfLives
// (Final, Native, Public, Const)
// Parameters:
// class AFortPlayerState*                 InPlayerState                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsPlayerOutOfLives(const class AFortPlayerState* InPlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsPlayerOutOfLives");

	Params::FortMinigame_IsPlayerOutOfLives Parms{};

	Parms.InPlayerState = InPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.IsPregame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::IsPregame() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "IsPregame");

	Params::FortMinigame_IsPregame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.SortPlayersByScore
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AFortPlayerState*                 First                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerState*                 Second                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::SortPlayersByScore(const class AFortPlayerState* First, const class AFortPlayerState* Second) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SortPlayersByScore");

	Params::FortMinigame_SortPlayersByScore Parms{};

	Parms.First = First;
	Parms.Second = Second;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.SortTeamsByScore
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// uint8                                   First                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8                                   Second                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::SortTeamsByScore(uint8 First, uint8 Second) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "SortTeamsByScore");

	Params::FortMinigame_SortTeamsByScore Parms{};

	Parms.First = First;
	Parms.Second = Second;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigame.WasInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMinigame::WasInProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigame", "WasInProgress");

	Params::FortMinigame_WasInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ManorPortal.BlueprintOnUnlockPortalComplete
// (Event, Public, BlueprintEvent)

void AManorPortal::BlueprintOnUnlockPortalComplete()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "BlueprintOnUnlockPortalComplete");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.ManorPortal.GetCurrencyCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AManorPortal::GetCurrencyCost(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "GetCurrencyCost");

	Params::ManorPortal_GetCurrencyCost Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ManorPortal.GetPlayerCurrencyAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AManorPortal::GetPlayerCurrencyAmount(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "GetPlayerCurrencyAmount");

	Params::ManorPortal_GetPlayerCurrencyAmount Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ManorPortal.IsPortalUnlocked
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AManorPortal::IsPortalUnlocked(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "IsPortalUnlocked");

	Params::ManorPortal_IsPortalUnlocked Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ManorPortal.IsProfileValidToReadPortalAvailability
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AManorPortal::IsProfileValidToReadPortalAvailability(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "IsProfileValidToReadPortalAvailability");

	Params::ManorPortal_IsProfileValidToReadPortalAvailability Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.ManorPortal.OpenUnlockMenu
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AManorPortal::OpenUnlockMenu(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "OpenUnlockMenu");

	Params::ManorPortal_OpenUnlockMenu Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ManorPortal.UnlockPortal
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Player                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AManorPortal::UnlockPortal(class AFortPlayerController* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorPortal", "UnlockPortal");

	Params::ManorPortal_UnlockPortal Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHUDTargetUnderReticleInterface.GetHUDTargetDifficultyRating
// (Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortHUDTargetUnderReticleInterface::GetHUDTargetDifficultyRating()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHUDTargetUnderReticleInterface", "GetHUDTargetDifficultyRating");

	Params::FortHUDTargetUnderReticleInterface_GetHUDTargetDifficultyRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHUDTargetUnderReticleInterface.GetHUDTargetDisplayModifiers
// (Native, Public, BlueprintCallable)
// Parameters:
// TArray<class FText>                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class FText> IFortHUDTargetUnderReticleInterface::GetHUDTargetDisplayModifiers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHUDTargetUnderReticleInterface", "GetHUDTargetDisplayModifiers");

	Params::FortHUDTargetUnderReticleInterface_GetHUDTargetDisplayModifiers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHUDTargetUnderReticleInterface.GetHUDTargetDisplayName
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText IFortHUDTargetUnderReticleInterface::GetHUDTargetDisplayName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHUDTargetUnderReticleInterface", "GetHUDTargetDisplayName");

	Params::FortHUDTargetUnderReticleInterface_GetHUDTargetDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHUDTargetUnderReticleInterface.GetHUDTargetHealthPercentage
// (Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortHUDTargetUnderReticleInterface::GetHUDTargetHealthPercentage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHUDTargetUnderReticleInterface", "GetHUDTargetHealthPercentage");

	Params::FortHUDTargetUnderReticleInterface_GetHUDTargetHealthPercentage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHUDTargetUnderReticleInterface.GetHUDTargetUpgradeDisplayName
// (Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText IFortHUDTargetUnderReticleInterface::GetHUDTargetUpgradeDisplayName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHUDTargetUnderReticleInterface", "GetHUDTargetUpgradeDisplayName");

	Params::FortHUDTargetUnderReticleInterface_GetHUDTargetUpgradeDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplaySequenceComponent.NextShot
// (Final, Native, Public, BlueprintCallable)

void UFortReplaySequenceComponent::NextShot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "NextShot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySequenceComponent.OnPlaybackTimeChanged
// (Final, Native, Protected)
// Parameters:
// float                                   NowTime                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplaySequenceComponent::OnPlaybackTimeChanged(float NowTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "OnPlaybackTimeChanged");

	Params::FortReplaySequenceComponent_OnPlaybackTimeChanged Parms{};

	Parms.NowTime = NowTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySequenceComponent.PreviousShot
// (Final, Native, Public, BlueprintCallable)

void UFortReplaySequenceComponent::PreviousShot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "PreviousShot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySequenceComponent.RestartSequence
// (Final, Native, Public, BlueprintCallable)

void UFortReplaySequenceComponent::RestartSequence()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "RestartSequence");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplaySequenceComponent.GetCurrentShotIndex
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortReplaySequenceComponent::GetCurrentShotIndex() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "GetCurrentShotIndex");

	Params::FortReplaySequenceComponent_GetCurrentShotIndex Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplaySequenceComponent.GetNumberOfShotsInSequence
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortReplaySequenceComponent::GetNumberOfShotsInSequence() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplaySequenceComponent", "GetNumberOfShotsInSequence");

	Params::FortReplaySequenceComponent_GetNumberOfShotsInSequence Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileCollectionBook.ClaimCollectionBookPageRewards
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PageTemplateId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SectionId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SelectedRewardIndex                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCollectionBook::ClaimCollectionBookPageRewards(const class FString& PageTemplateId, const class FString& SectionId, int32 SelectedRewardIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCollectionBook", "ClaimCollectionBookPageRewards");

	Params::FortMcpProfileCollectionBook_ClaimCollectionBookPageRewards Parms{};

	Parms.PageTemplateId = std::move(PageTemplateId);
	Parms.SectionId = std::move(SectionId);
	Parms.SelectedRewardIndex = SelectedRewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCollectionBook.ConvertSlottedItem
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ConversionIndex                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCollectionBook::ConvertSlottedItem(const class FString& TargetItemId, int32 ConversionIndex, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCollectionBook", "ConvertSlottedItem");

	Params::FortMcpProfileCollectionBook_ConvertSlottedItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);
	Parms.ConversionIndex = ConversionIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCollectionBook.UpgradeSlottedItem
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// class FString                           TargetItemId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCollectionBook::UpgradeSlottedItem(const class FString& TargetItemId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCollectionBook", "UpgradeSlottedItem");

	Params::FortMcpProfileCollectionBook_UpgradeSlottedItem Parms{};

	Parms.TargetItemId = std::move(TargetItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileMetadata.CreateDeployableBaseItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileMetadata::CreateDeployableBaseItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileMetadata", "CreateDeployableBaseItem");

	Params::FortMcpProfileMetadata_CreateDeployableBaseItem Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileMetadata.CreateOrUpgradeOutpostItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileMetadata::CreateOrUpgradeOutpostItem(const class FString& TemplateId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileMetadata", "CreateOrUpgradeOutpostItem");

	Params::FortMcpProfileMetadata_CreateOrUpgradeOutpostItem Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileMetadata.UpdateDeployableBaseTierProgression
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           DeployableBaseItemId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ProgressionLayoutGuid                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   TierDefeated                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileMetadata::UpdateDeployableBaseTierProgression(const class FString& DeployableBaseItemId, const class FString& ProgressionLayoutGuid, int32 TierDefeated, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileMetadata", "UpdateDeployableBaseTierProgression");

	Params::FortMcpProfileMetadata_UpdateDeployableBaseTierProgression Parms{};

	Parms.DeployableBaseItemId = std::move(DeployableBaseItemId);
	Parms.ProgressionLayoutGuid = std::move(ProgressionLayoutGuid);
	Parms.TierDefeated = TierDefeated;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileMetadata.UpdateOutpostCore
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           CoreId                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortOutpostCoreInfo             CoreInfo                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileMetadata::UpdateOutpostCore(const class FString& CoreId, const struct FFortOutpostCoreInfo& CoreInfo, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileMetadata", "UpdateOutpostCore");

	Params::FortMcpProfileMetadata_UpdateOutpostCore Parms{};

	Parms.CoreId = std::move(CoreId);
	Parms.CoreInfo = std::move(CoreInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortEmitterCameraLensEffectDirectional.SetStrength
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InStrength                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortEmitterCameraLensEffectDirectional::SetStrength(float InStrength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEmitterCameraLensEffectDirectional", "SetStrength");

	Params::FortEmitterCameraLensEffectDirectional_SetStrength Parms{};

	Parms.InStrength = InStrength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortEmitterCameraLensEffectDirectional.SetTint
// (Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     Color                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortEmitterCameraLensEffectDirectional::SetTint(const struct FLinearColor& Color)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEmitterCameraLensEffectDirectional", "SetTint");

	Params::FortEmitterCameraLensEffectDirectional_SetTint Parms{};

	Parms.Color = std::move(Color);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortEmoteItemDefinition.GetCommandName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortEmoteItemDefinition::GetCommandName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEmoteItemDefinition", "GetCommandName");

	Params::FortEmoteItemDefinition_GetCommandName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.ChangePrimaryMusic
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMusicAsset*                  NewMusicAsset                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPlayStinger                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMusicVoice*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMusicVoice* AFortMusicManager::ChangePrimaryMusic(class UFortMusicAsset* NewMusicAsset, bool bPlayStinger)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "ChangePrimaryMusic");

	Params::FortMusicManager_ChangePrimaryMusic Parms{};

	Parms.NewMusicAsset = NewMusicAsset;
	Parms.bPlayStinger = bPlayStinger;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.GetEventHeatPercent
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents                       CombatEvent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMusicManager::GetEventHeatPercent(EFortCombatEvents CombatEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercent");

	Params::FortMusicManager_GetEventHeatPercent Parms{};

	Parms.CombatEvent = CombatEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.GetEventHeatPercentTotal
// (Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortCombatEvents                       CombatEvent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMusicManager::GetEventHeatPercentTotal(EFortCombatEvents CombatEvent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "GetEventHeatPercentTotal");

	Params::FortMusicManager_GetEventHeatPercentTotal Parms{};

	Parms.CombatEvent = CombatEvent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.OnDayPhaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortDayPhase                           CurrentDayPhase                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           PreviousDayPhase                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bAtCreation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnDayPhaseChanged");

	Params::FortMusicManager_OnDayPhaseChanged Parms{};

	Parms.CurrentDayPhase = CurrentDayPhase;
	Parms.PreviousDayPhase = PreviousDayPhase;
	Parms.bAtCreation = bAtCreation;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMusicManager.OnMusicBankChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// class UFortMusicManagerBank*            NewBank                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::OnMusicBankChanged(class UFortMusicManagerBank* NewBank)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnMusicBankChanged");

	Params::FortMusicManager_OnMusicBankChanged Parms{};

	Parms.NewBank = NewBank;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMusicManager.OnPlayerDowned
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortPlayerDeathReport           DeathReport                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMusicManager::OnPlayerDowned(const struct FFortPlayerDeathReport& DeathReport)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnPlayerDowned");

	Params::FortMusicManager_OnPlayerDowned Parms{};

	Parms.DeathReport = std::move(DeathReport);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMusicManager.OnPlayerSpawned
// (Event, Public, BlueprintEvent)

void AFortMusicManager::OnPlayerSpawned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnPlayerSpawned");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMusicManager.OnThresholdChange
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortCombatThresholds                   OldThreshold                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCombatThresholds                   NewThreshold                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::OnThresholdChange(EFortCombatThresholds OldThreshold, EFortCombatThresholds NewThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnThresholdChange");

	Params::FortMusicManager_OnThresholdChange Parms{};

	Parms.OldThreshold = OldThreshold;
	Parms.NewThreshold = NewThreshold;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMusicManager.OnVoiceFinished
// (Final, Native, Private)
// Parameters:
// class UFortMusicVoice*                  Voice                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::OnVoiceFinished(class UFortMusicVoice* Voice)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "OnVoiceFinished");

	Params::FortMusicManager_OnVoiceFinished Parms{};

	Parms.Voice = Voice;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.PlayMusicVoice
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMusicAsset*                  Asset                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMusicVoice*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMusicVoice* AFortMusicManager::PlayMusicVoice(class UFortMusicAsset* Asset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "PlayMusicVoice");

	Params::FortMusicManager_PlayMusicVoice Parms{};

	Parms.Asset = Asset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.PlayStinger
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortMusicAsset*                  NewMusicAsset                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::PlayStinger(class UFortMusicAsset* NewMusicAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "PlayStinger");

	Params::FortMusicManager_PlayStinger Parms{};

	Parms.NewMusicAsset = NewMusicAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.SetMusicBank
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMusicManagerBank*            Bank                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::SetMusicBank(class UFortMusicManagerBank* Bank)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "SetMusicBank");

	Params::FortMusicManager_SetMusicBank Parms{};

	Parms.Bank = Bank;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.SetPrimaryMusicVolume
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   InVolumeMultiplier                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::SetPrimaryMusicVolume(float InVolumeMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "SetPrimaryMusicVolume");

	Params::FortMusicManager_SetPrimaryMusicVolume Parms{};

	Parms.InVolumeMultiplier = InVolumeMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.StopMusicVoice
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortMusicVoice*                  Voice                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::StopMusicVoice(class UFortMusicVoice* Voice)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "StopMusicVoice");

	Params::FortMusicManager_StopMusicVoice Parms{};

	Parms.Voice = Voice;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.StopPrimaryMusic
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bPlayOutro                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicManager::StopPrimaryMusic(bool bPlayOutro)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "StopPrimaryMusic");

	Params::FortMusicManager_StopPrimaryMusic Parms{};

	Parms.bPlayOutro = bPlayOutro;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicManager.GetMusicBank
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class UFortMusicManagerBank*      ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class UFortMusicManagerBank* AFortMusicManager::GetMusicBank() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "GetMusicBank");

	Params::FortMusicManager_GetMusicBank Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicManager.GetPrimaryMusicVolume
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMusicManager::GetPrimaryMusicVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicManager", "GetPrimaryMusicVolume");

	Params::FortMusicManager_GetPrimaryMusicVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortEmotePreviewActor.PreviewEmote
// (Event, Public, BlueprintEvent)
// Parameters:
// class UFortMontageItemDefinitionBase*   Emote                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortEmotePreviewActor::PreviewEmote(const class UFortMontageItemDefinitionBase* Emote)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEmotePreviewActor", "PreviewEmote");

	Params::FortEmotePreviewActor_PreviewEmote Parms{};

	Parms.Emote = Emote;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortEngine.StartFortBench
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           ReplayName                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEngine::StartFortBench(const class FString& ReplayName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEngine", "StartFortBench");

	Params::FortEngine_StartFortBench Parms{};

	Parms.ReplayName = std::move(ReplayName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorOwner.AddMutatorToList
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortGameplayMutator*             Mutator                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortMutatorOwner::AddMutatorToList(class AFortGameplayMutator* Mutator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorOwner", "AddMutatorToList");

	Params::FortMutatorOwner_AddMutatorToList Parms{};

	Parms.Mutator = Mutator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorOwner.RemoveMutatorFromList
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortGameplayMutator*             Mutator                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortMutatorOwner::RemoveMutatorFromList(class AFortGameplayMutator* Mutator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorOwner", "RemoveMutatorFromList");

	Params::FortMutatorOwner_RemoveMutatorFromList Parms{};

	Parms.Mutator = Mutator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortExpeditionItem.GetBonusCriteriaBP
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortCriteriaRequirementData>OutBonusCriteria                                       (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortExpeditionItem::GetBonusCriteriaBP(TArray<struct FFortCriteriaRequirementData>* OutBonusCriteria) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetBonusCriteriaBP");

	Params::FortExpeditionItem_GetBonusCriteriaBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutBonusCriteria != nullptr)
		*OutBonusCriteria = std::move(Parms.OutBonusCriteria);
}


// Function FortniteGame.FortExpeditionItem.GetBonusCriteriaTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FGameplayTag>             OutBonusCriteria                                       (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortExpeditionItem::GetBonusCriteriaTags(TArray<struct FGameplayTag>* OutBonusCriteria) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetBonusCriteriaTags");

	Params::FortExpeditionItem_GetBonusCriteriaTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutBonusCriteria != nullptr)
		*OutBonusCriteria = std::move(Parms.OutBonusCriteria);
}


// Function FortniteGame.FortExpeditionItem.GetExpeditionSquadId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortExpeditionItem::GetExpeditionSquadId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetExpeditionSquadId");

	Params::FortExpeditionItem_GetExpeditionSquadId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.GetExpeditionSuccessChance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortExpeditionItem::GetExpeditionSuccessChance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetExpeditionSuccessChance");

	Params::FortExpeditionItem_GetExpeditionSuccessChance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.GetMinTargetPowerLevelToBegin
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortExpeditionItem::GetMinTargetPowerLevelToBegin() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetMinTargetPowerLevelToBegin");

	Params::FortExpeditionItem_GetMinTargetPowerLevelToBegin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.GetRemainingExpeditionDuration
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortExpeditionItem::GetRemainingExpeditionDuration(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetRemainingExpeditionDuration");

	Params::FortExpeditionItem_GetRemainingExpeditionDuration Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.GetRemainingExpeditionExpirationDuration
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortExpeditionItem::GetRemainingExpeditionExpirationDuration(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetRemainingExpeditionExpirationDuration");

	Params::FortExpeditionItem_GetRemainingExpeditionExpirationDuration Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.GetTargetPowerLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortExpeditionItem::GetTargetPowerLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "GetTargetPowerLevel");

	Params::FortExpeditionItem_GetTargetPowerLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.HasExpeditionExpired
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortExpeditionItem::HasExpeditionExpired(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "HasExpeditionExpired");

	Params::FortExpeditionItem_HasExpeditionExpired Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.IsExpeditionCompleted
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortExpeditionItem::IsExpeditionCompleted(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "IsExpeditionCompleted");

	Params::FortExpeditionItem_IsExpeditionCompleted Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItem.IsExpeditionInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortExpeditionItem::IsExpeditionInProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItem", "IsExpeditionInProgress");

	Params::FortExpeditionItem_IsExpeditionInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortExpeditionItemDefinition.GetAllRewards
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortCardPackItemDefinition*>OutRewards                                             (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortExpeditionItemDefinition::GetAllRewards(TArray<class UFortCardPackItemDefinition*>* OutRewards)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItemDefinition", "GetAllRewards");

	Params::FortExpeditionItemDefinition_GetAllRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutRewards != nullptr)
		*OutRewards = std::move(Parms.OutRewards);
}


// Function FortniteGame.FortExpeditionItemDefinition.GetExpeditionCosts
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FItemAndCount>            OutExpeditionCosts                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortExpeditionItemDefinition::GetExpeditionCosts(TArray<struct FItemAndCount>* OutExpeditionCosts) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItemDefinition", "GetExpeditionCosts");

	Params::FortExpeditionItemDefinition_GetExpeditionCosts Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutExpeditionCosts != nullptr)
		*OutExpeditionCosts = std::move(Parms.OutExpeditionCosts);
}


// Function FortniteGame.FortExpeditionItemDefinition.GetRequiredTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagContainer UFortExpeditionItemDefinition::GetRequiredTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortExpeditionItemDefinition", "GetRequiredTags");

	Params::FortExpeditionItemDefinition_GetRequiredTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFallbackCameraFrameTargetProxy.SetItemToRepresent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToRepresent                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USceneComponent*                  ComponentToView                                        (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortFallbackCameraFrameTargetProxy::SetItemToRepresent(const class UFortItem* ItemToRepresent, const class USceneComponent* ComponentToView)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFallbackCameraFrameTargetProxy", "SetItemToRepresent");

	Params::FortFallbackCameraFrameTargetProxy_SetItemToRepresent Parms{};

	Parms.ItemToRepresent = ItemToRepresent;
	Parms.ComponentToView = ComponentToView;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_InventorySizeBonus
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_InventorySizeBonus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_InventorySizeBonus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_AmmoStash_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_AmmoStash_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_AmmoStash_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_Armory_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_Armory_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_Armory_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_Medical_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_Medical_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_Medical_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_PermaniteCap
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_PermaniteCap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_PermaniteCap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_Storage_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_Storage_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_Storage_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_StructureCap
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_StructureCap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_StructureCap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Keep_Workshop_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Keep_Workshop_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Keep_Workshop_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Manor_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Manor_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Manor_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_Manor_StructureCap
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_Manor_StructureCap()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_Manor_StructureCap");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Alterations
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Alterations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Alterations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Global
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Global()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Global");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Personnel
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Personnel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Personnel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Schematics
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Schematics");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Schematics_Melee
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Melee()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Schematics_Melee");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Schematics_Ranged
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Ranged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Schematics_Ranged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_MaxLevelBonus_Schematics_Traps
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_MaxLevelBonus_Schematics_Traps()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_MaxLevelBonus_Schematics_Traps");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_ResearchPointMaxBonus
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_ResearchPointMaxBonus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_ResearchPointMaxBonus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_StorageInventorySizeBonus
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_StorageInventorySizeBonus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_StorageInventorySizeBonus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_SupplyDrop_Level
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_SupplyDrop_Level()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_SupplyDrop_Level");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_SupplyDrop_Magnitude
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_SupplyDrop_Magnitude()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_SupplyDrop_Magnitude");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHomebaseSet.OnRep_WorldInventorySizeBonus
// (Final, Native, Public)

void UFortHomebaseSet::OnRep_WorldInventorySizeBonus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHomebaseSet", "OnRep_WorldInventorySizeBonus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFOBCoreDecoItemDefinition.GetMaximumHealth
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortFOBCoreDecoItemDefinition::GetMaximumHealth() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFOBCoreDecoItemDefinition", "GetMaximumHealth");

	Params::FortFOBCoreDecoItemDefinition_GetMaximumHealth Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFootstepAudioBank.GetAttenuationAsset
// (Final, Native, Public)
// Parameters:
// bool                                    bIsLocal                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepAudioType                  StepType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepPosition                   StepPosition                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundAttenuation*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundAttenuation* UFortFootstepAudioBank::GetAttenuationAsset(bool bIsLocal, EFortFootstepAudioType StepType, EFortFootstepPosition StepPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFootstepAudioBank", "GetAttenuationAsset");

	Params::FortFootstepAudioBank_GetAttenuationAsset Parms{};

	Parms.bIsLocal = bIsLocal;
	Parms.StepType = StepType;
	Parms.StepPosition = StepPosition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFootstepAudioBank.GetFootstepVolumeMultiplier
// (Final, Native, Public)
// Parameters:
// bool                                    bIsLocal                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyTeammateVolume                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepAudioType                  StepType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortFootstepAudioBank::GetFootstepVolumeMultiplier(bool bIsLocal, bool bApplyTeammateVolume, EFortFootstepAudioType StepType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFootstepAudioBank", "GetFootstepVolumeMultiplier");

	Params::FortFootstepAudioBank_GetFootstepVolumeMultiplier Parms{};

	Parms.bIsLocal = bIsLocal;
	Parms.bApplyTeammateVolume = bApplyTeammateVolume;
	Parms.StepType = StepType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFootstepAudioBank.GetSoundAsset
// (Final, Native, Public)
// Parameters:
// bool                                    bIsLocal                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepAudioType                  StepType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepSurfaceType                SurfaceType                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortFootstepPosition                   StepPosition                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USoundBase*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USoundBase* UFortFootstepAudioBank::GetSoundAsset(bool bIsLocal, EFortFootstepAudioType StepType, EFortFootstepSurfaceType SurfaceType, EFortFootstepPosition StepPosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFootstepAudioBank", "GetSoundAsset");

	Params::FortFootstepAudioBank_GetSoundAsset Parms{};

	Parms.bIsLocal = bIsLocal;
	Parms.StepType = StepType;
	Parms.SurfaceType = SurfaceType;
	Parms.StepPosition = StepPosition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFrontEndCameraManager.HandleCameraFrameTargetSettingsChanged
// (Final, Native, Protected)
// Parameters:
// TScriptInterface<class IFortUICameraFrameTargetInterface>FrameTarget                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::HandleCameraFrameTargetSettingsChanged(TScriptInterface<class IFortUICameraFrameTargetInterface> FrameTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "HandleCameraFrameTargetSettingsChanged");

	Params::FortFrontEndCameraManager_HandleCameraFrameTargetSettingsChanged Parms{};

	Parms.FrameTarget = FrameTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.SetCamera
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFrontEndCamera                         NewCamera                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::SetCamera(EFrontEndCamera NewCamera)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "SetCamera");

	Params::FortFrontEndCameraManager_SetCamera Parms{};

	Parms.NewCamera = NewCamera;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.SetCameraFrame
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortUICameraFrameInterface>NewFrame                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::SetCameraFrame(const TScriptInterface<class IFortUICameraFrameInterface> NewFrame)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "SetCameraFrame");

	Params::FortFrontEndCameraManager_SetCameraFrame Parms{};

	Parms.NewFrame = NewFrame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.SetCustomCameraRotationOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                         Offset                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::SetCustomCameraRotationOffset(const struct FRotator& Offset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "SetCustomCameraRotationOffset");

	Params::FortFrontEndCameraManager_SetCustomCameraRotationOffset Parms{};

	Parms.Offset = std::move(Offset);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.SetFrameTarget
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TScriptInterface<class IFortUICameraFrameTargetInterface>FrameTarget                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::SetFrameTarget(const TScriptInterface<class IFortUICameraFrameTargetInterface>& FrameTarget)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "SetFrameTarget");

	Params::FortFrontEndCameraManager_SetFrameTarget Parms{};

	Parms.FrameTarget = FrameTarget;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.SetZoomLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ZoomLevel                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortFrontEndCameraManager::SetZoomLevel(const float ZoomLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "SetZoomLevel");

	Params::FortFrontEndCameraManager_SetZoomLevel Parms{};

	Parms.ZoomLevel = ZoomLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFrontEndCameraManager.GetCamera
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFrontEndCamera                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFrontEndCamera AFortFrontEndCameraManager::GetCamera() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "GetCamera");

	Params::FortFrontEndCameraManager_GetCamera Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFrontEndCameraManager.GetCameraActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortCameraBase*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortCameraBase* AFortFrontEndCameraManager::GetCameraActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "GetCameraActor");

	Params::FortFrontEndCameraManager_GetCameraActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFrontEndCameraManager.GetZoomLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortFrontEndCameraManager::GetZoomLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontEndCameraManager", "GetZoomLevel");

	Params::FortFrontEndCameraManager_GetZoomLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFrontendItemViewSettingsManager.GetItemViewSettings
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// EFrontEndCamera                         Camera                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESubGame                                GameMode                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              ItemDefinition                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortItemViewSettings            ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortItemViewSettings UFortFrontendItemViewSettingsManager::GetItemViewSettings(const EFrontEndCamera Camera, const ESubGame GameMode, const class UFortItemDefinition* ItemDefinition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFrontendItemViewSettingsManager", "GetItemViewSettings");

	Params::FortFrontendItemViewSettingsManager_GetItemViewSettings Parms{};

	Parms.Camera = Camera;
	Parms.GameMode = GameMode;
	Parms.ItemDefinition = ItemDefinition;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortFXSkeletonMeshComponent.SetSource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMeshComponent*           InMeshComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortFXSkeletonMeshComponent::SetSource(class USkeletalMeshComponent* InMeshComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFXSkeletonMeshComponent", "SetSource");

	Params::FortFXSkeletonMeshComponent_SetSource Parms{};

	Parms.InMeshComponent = InMeshComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortFXStaticMeshComponent.SetSource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*             InMeshComponent                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortFXStaticMeshComponent::SetSource(class UStaticMeshComponent* InMeshComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortFXStaticMeshComponent", "SetSource");

	Params::FortFXStaticMeshComponent_SetSource Parms{};

	Parms.InMeshComponent = InMeshComponent;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameData.GetPersonalXpBoost
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortGameData::GetPersonalXpBoost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameData", "GetPersonalXpBoost");

	Params::FortGameData_GetPersonalXpBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameData.GetTeamXpBoost
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortGameData::GetTeamXpBoost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameData", "GetTeamXpBoost");

	Params::FortGameData_GetTeamXpBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameData.GetXpPerAccountLevel
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortGameData::GetXpPerAccountLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameData", "GetXpPerAccountLevel");

	Params::FortGameData_GetXpPerAccountLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLobbyBeaconStatePvP.OnRep_PvPLobbyTimeRemaining
// (Native, Protected)

void AFortLobbyBeaconStatePvP::OnRep_PvPLobbyTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconStatePvP", "OnRep_PvPLobbyTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameInstance.ClearOverrideCurrentMusicFFT
// (Final, Native, Public, BlueprintCallable)

void UFortGameInstance::ClearOverrideCurrentMusicFFT()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameInstance", "ClearOverrideCurrentMusicFFT");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameInstance.SetOverrideCurrentMusicFFT
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   FFT100hz                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FFT2000hz                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameInstance::SetOverrideCurrentMusicFFT(float FFT100hz, float FFT2000hz)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameInstance", "SetOverrideCurrentMusicFFT");

	Params::FortGameInstance_SetOverrideCurrentMusicFFT Parms{};

	Parms.FFT100hz = FFT100hz;
	Parms.FFT2000hz = FFT2000hz;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.ClearMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortMissionTimerComponent::ClearMissionTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "ClearMissionTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.DummyTimer
// (Final, Native, Protected)

void UFortMissionTimerComponent::DummyTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "DummyTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.OnRep_TimerData
// (Final, Native, Protected)

void UFortMissionTimerComponent::OnRep_TimerData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "OnRep_TimerData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.OnRep_TimerVisibilityOverride
// (Final, Native, Protected)

void UFortMissionTimerComponent::OnRep_TimerVisibilityOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "OnRep_TimerVisibilityOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.PauseMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortMissionTimerComponent::PauseMissionTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "PauseMissionTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.ResetMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortMissionTimerComponent::ResetMissionTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "ResetMissionTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetMissionTimeElapsedTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortMissionTimerComponent::SetMissionTimeElapsedTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetMissionTimeElapsedTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           FunctionName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimerLength                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           CallbackActor                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionTimerComponent::SetMissionTimer(const class FString& FunctionName, float TimerLength, class AActor* CallbackActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetMissionTimer");

	Params::FortMissionTimerComponent_SetMissionTimer Parms{};

	Parms.FunctionName = std::move(FunctionName);
	Parms.TimerLength = TimerLength;
	Parms.CallbackActor = CallbackActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetTimerDisplayFormat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewDisplayInTimeFormat                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionTimerComponent::SetTimerDisplayFormat(bool bNewDisplayInTimeFormat)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerDisplayFormat");

	Params::FortMissionTimerComponent_SetTimerDisplayFormat Parms{};

	Parms.bNewDisplayInTimeFormat = bNewDisplayInTimeFormat;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetTimerLabelText
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             NewLabelText                                           (Parm, NativeAccessSpecifierPublic)

void UFortMissionTimerComponent::SetTimerLabelText(const class FText& NewLabelText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerLabelText");

	Params::FortMissionTimerComponent_SetTimerLabelText Parms{};

	Parms.NewLabelText = std::move(NewLabelText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetTimerVisibilityOverrideSetting
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// ETimerOverrideSetting                   NewVisibilitySetting                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionTimerComponent::SetTimerVisibilityOverrideSetting(ETimerOverrideSetting NewVisibilitySetting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerVisibilityOverrideSetting");

	Params::FortMissionTimerComponent_SetTimerVisibilityOverrideSetting Parms{};

	Parms.NewVisibilitySetting = NewVisibilitySetting;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.SetTimerVisibilityOverrideToShowAtEnd
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ShowTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionTimerComponent::SetTimerVisibilityOverrideToShowAtEnd(float ShowTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "SetTimerVisibilityOverrideToShowAtEnd");

	Params::FortMissionTimerComponent_SetTimerVisibilityOverrideToShowAtEnd Parms{};

	Parms.ShowTime = ShowTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.UnpauseMissionTimer
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortMissionTimerComponent::UnpauseMissionTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "UnpauseMissionTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionTimerComponent.GetCorrectTimeDisplayData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FMissionTimeDisplayData          ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FMissionTimeDisplayData UFortMissionTimerComponent::GetCorrectTimeDisplayData() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetCorrectTimeDisplayData");

	Params::FortMissionTimerComponent_GetCorrectTimeDisplayData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.GetMissionTimerTimeElapsed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortMissionTimerComponent::GetMissionTimerTimeElapsed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetMissionTimerTimeElapsed");

	Params::FortMissionTimerComponent_GetMissionTimerTimeElapsed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.GetMissionTimerTimeRemaining
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortMissionTimerComponent::GetMissionTimerTimeRemaining() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetMissionTimerTimeRemaining");

	Params::FortMissionTimerComponent_GetMissionTimerTimeRemaining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.GetNormalizedTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortMissionTimerComponent::GetNormalizedTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetNormalizedTime");

	Params::FortMissionTimerComponent_GetNormalizedTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.GetTimerLabelText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMissionTimerComponent::GetTimerLabelText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetTimerLabelText");

	Params::FortMissionTimerComponent_GetTimerLabelText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.GetTimeText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMissionTimerComponent::GetTimeText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "GetTimeText");

	Params::FortMissionTimerComponent_GetTimeText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerPaused
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionTimerComponent::IsMissionTimerPaused() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerPaused");

	Params::FortMissionTimerComponent_IsMissionTimerPaused Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.IsMissionTimerSet
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionTimerComponent::IsMissionTimerSet() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "IsMissionTimerSet");

	Params::FortMissionTimerComponent_IsMissionTimerSet Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionTimerComponent.IsTimerVisible
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMissionTimerComponent::IsTimerVisible() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionTimerComponent", "IsTimerVisible");

	Params::FortMissionTimerComponent_IsTimerVisible Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeAthena.EnableGameplayMutator
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     MutatorTag                                             (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::EnableGameplayMutator(const struct FGameplayTag& MutatorTag, bool bEnable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "EnableGameplayMutator");

	Params::FortGameModeAthena_EnableGameplayMutator Parms{};

	Parms.MutatorTag = std::move(MutatorTag);
	Parms.bEnable = bEnable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.EndGamePhaseStarted
// (Event, Public, BlueprintEvent)

void AFortGameModeAthena::EndGamePhaseStarted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "EndGamePhaseStarted");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortGameModeAthena.FireServerPerformanceEvent
// (Final, Native, Protected)

void AFortGameModeAthena::FireServerPerformanceEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "FireServerPerformanceEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.GetGameplayMutator
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     MutatorTag                                             (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortGameplayMutator*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortGameplayMutator* AFortGameModeAthena::GetGameplayMutator(const struct FGameplayTag& MutatorTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "GetGameplayMutator");

	Params::FortGameModeAthena_GetGameplayMutator Parms{};

	Parms.MutatorTag = std::move(MutatorTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeAthena.GetMutatorByClass
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           ContextActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortGameplayMutator> MutatorClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortGameplayMutator*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortGameplayMutator* AFortGameModeAthena::GetMutatorByClass(const class AActor* ContextActor, TSubclassOf<class AFortGameplayMutator> MutatorClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "GetMutatorByClass");

	Params::FortGameModeAthena_GetMutatorByClass Parms{};

	Parms.ContextActor = ContextActor;
	Parms.MutatorClass = MutatorClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeAthena.JumpToSafeZonePhase
// (Final, Native, Public, BlueprintCallable)

void AFortGameModeAthena::JumpToSafeZonePhase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "JumpToSafeZonePhase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnAircraftEnteredDropZone
// (Final, Native, Protected)
// Parameters:
// class AFortAthenaAircraft*              FortAthenaAircraft                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::OnAircraftEnteredDropZone(class AFortAthenaAircraft* FortAthenaAircraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnAircraftEnteredDropZone");

	Params::FortGameModeAthena_OnAircraftEnteredDropZone Parms{};

	Parms.FortAthenaAircraft = FortAthenaAircraft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnAircraftExitedDropZone
// (Final, Native, Protected)
// Parameters:
// class AFortAthenaAircraft*              FortAthenaAircraft                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::OnAircraftExitedDropZone(class AFortAthenaAircraft* FortAthenaAircraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnAircraftExitedDropZone");

	Params::FortGameModeAthena_OnAircraftExitedDropZone Parms{};

	Parms.FortAthenaAircraft = FortAthenaAircraft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnAircraftFlightEnded
// (Final, Native, Protected)
// Parameters:
// class AFortAthenaAircraft*              FortAthenaAircraft                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::OnAircraftFlightEnded(class AFortAthenaAircraft* FortAthenaAircraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnAircraftFlightEnded");

	Params::FortGameModeAthena_OnAircraftFlightEnded Parms{};

	Parms.FortAthenaAircraft = FortAthenaAircraft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnCheckForOrphanedServer
// (Final, Native, Protected)
// Parameters:
// bool                                    bFromPlayerLogout                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::OnCheckForOrphanedServer(bool bFromPlayerLogout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnCheckForOrphanedServer");

	Params::FortGameModeAthena_OnCheckForOrphanedServer Parms{};

	Parms.bFromPlayerLogout = bFromPlayerLogout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnEndGameKickPlayers
// (Final, Native, Protected)

void AFortGameModeAthena::OnEndGameKickPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnEndGameKickPlayers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.OnGamePhaseStepChanged
// (Final, Native, Public)
// Parameters:
// EAthenaGamePhaseStep                    GamePhaseStep                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::OnGamePhaseStepChanged(EAthenaGamePhaseStep GamePhaseStep)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnGamePhaseStepChanged");

	Params::FortGameModeAthena_OnGamePhaseStepChanged Parms{};

	Parms.GamePhaseStep = GamePhaseStep;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortGameModeAthena.OnMapInfoInitialized__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void AFortGameModeAthena::OnMapInfoInitialized__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "OnMapInfoInitialized__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortGameModeAthena.SafeZoneInsideChecks
// (Final, Native, Protected)

void AFortGameModeAthena::SafeZoneInsideChecks()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "SafeZoneInsideChecks");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.SetTimeOfDayManagerGameplayOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortTimeOfDayManager>TimeOfDayManagerClass                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameModeAthena::SetTimeOfDayManagerGameplayOverride(TSubclassOf<class AFortTimeOfDayManager> TimeOfDayManagerClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "SetTimeOfDayManagerGameplayOverride");

	Params::FortGameModeAthena_SetTimeOfDayManagerGameplayOverride Parms{};

	Parms.TimeOfDayManagerClass = TimeOfDayManagerClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeAthena.ShouldSpawnVehicle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortAthenaVehicle>   VehicleClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameModeAthena::ShouldSpawnVehicle(TSubclassOf<class AFortAthenaVehicle> VehicleClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "ShouldSpawnVehicle");

	Params::FortGameModeAthena_ShouldSpawnVehicle Parms{};

	Parms.VehicleClass = VehicleClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeAthena.GetVehicleClassOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortAthenaVehicle>   DefaultVehicleClass                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortAthenaVehicle>   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortAthenaVehicle> AFortGameModeAthena::GetVehicleClassOverride(TSubclassOf<class AFortAthenaVehicle> DefaultVehicleClass) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "GetVehicleClassOverride");

	Params::FortGameModeAthena_GetVehicleClassOverride Parms{};

	Parms.DefaultVehicleClass = DefaultVehicleClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeAthena.IsMapInfoInitialized
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameModeAthena::IsMapInfoInitialized() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeAthena", "IsMapInfoInitialized");

	Params::FortGameModeAthena_IsMapInfoInitialized Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameModeSurvival.FireEvent_SurvivalPeriodicReport
// (Final, Native, Protected, HasOutParams, BlueprintCallable, Const)
// Parameters:
// EFortReportDayPhase                     TimeOfReport                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class ABuildingActor*>           ActorsBeingDefended                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameModeSurvival::FireEvent_SurvivalPeriodicReport(EFortReportDayPhase TimeOfReport, const TArray<class ABuildingActor*>& ActorsBeingDefended) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeSurvival", "FireEvent_SurvivalPeriodicReport");

	Params::FortGameModeSurvival_FireEvent_SurvivalPeriodicReport Parms{};

	Parms.TimeOfReport = TimeOfReport;
	Parms.ActorsBeingDefended = std::move(ActorsBeingDefended);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameModeSurvival.FireEvent_SurvivalVoteReport
// (Final, Native, Protected, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<class ABuildingActor*>           ActorsBeingDefended                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameModeSurvival::FireEvent_SurvivalVoteReport(const TArray<class ABuildingActor*>& ActorsBeingDefended) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameModeSurvival", "FireEvent_SurvivalVoteReport");

	Params::FortGameModeSurvival_FireEvent_SurvivalVoteReport Parms{};

	Parms.ActorsBeingDefended = std::move(ActorsBeingDefended);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSchematicItem.GetRequiredTeamLevelToCraft
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortSchematicItem::GetRequiredTeamLevelToCraft() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItem", "GetRequiredTeamLevelToCraft");

	Params::FortSchematicItem_GetRequiredTeamLevelToCraft Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItem.GetSchematicQuantityProduced
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortSchematicItem::GetSchematicQuantityProduced() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItem", "GetSchematicQuantityProduced");

	Params::FortSchematicItem_GetSchematicQuantityProduced Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItem.GetSchematicRecipe
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRecipe                          ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FRecipe UFortSchematicItem::GetSchematicRecipe() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItem", "GetSchematicRecipe");

	Params::FortSchematicItem_GetSchematicRecipe Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSchematicItem.IsBulkCraftable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortSchematicItem::IsBulkCraftable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSchematicItem", "IsBulkCraftable");

	Params::FortSchematicItem_IsBulkCraftable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.CalculateProjectileTrajectorySpline
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TArray<struct FVector>                  OutSplinePoints                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  OutSplineTangents                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class AActor*                           Instigator                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InitialLocation                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InitialVelocity                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxSpeed                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Gravity                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Friction                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Bounciness                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeStep                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceExtent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxBounces                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::CalculateProjectileTrajectorySpline(TArray<struct FVector>* OutSplinePoints, TArray<struct FVector>* OutSplineTangents, const class AActor* Instigator, const struct FVector& InitialLocation, const struct FVector& InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, int32 MaxBounces)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayAbility", "CalculateProjectileTrajectorySpline");

	Params::FortGameplayAbility_CalculateProjectileTrajectorySpline Parms{};

	Parms.Instigator = Instigator;
	Parms.InitialLocation = std::move(InitialLocation);
	Parms.InitialVelocity = std::move(InitialVelocity);
	Parms.MaxSpeed = MaxSpeed;
	Parms.Gravity = Gravity;
	Parms.Friction = Friction;
	Parms.Bounciness = Bounciness;
	Parms.TimeStep = TimeStep;
	Parms.TraceExtent = TraceExtent;
	Parms.MaxBounces = MaxBounces;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSplinePoints != nullptr)
		*OutSplinePoints = std::move(Parms.OutSplinePoints);

	if (OutSplineTangents != nullptr)
		*OutSplineTangents = std::move(Parms.OutSplineTangents);
}


// Function FortniteGame.FortGameplayAbility.CalculateProjectileTrajectorySplineWithHit
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FHitResult                       OutHitResult                                           (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  OutSplinePoints                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  OutSplineTangents                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// class AActor*                           Instigator                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InitialLocation                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InitialVelocity                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxSpeed                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Gravity                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Friction                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Bounciness                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TimeStep                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TraceExtent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxBounces                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHit(struct FHitResult* OutHitResult, TArray<struct FVector>* OutSplinePoints, TArray<struct FVector>* OutSplineTangents, const class AActor* Instigator, const struct FVector& InitialLocation, const struct FVector& InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, int32 MaxBounces)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGameplayAbility", "CalculateProjectileTrajectorySplineWithHit");

	Params::FortGameplayAbility_CalculateProjectileTrajectorySplineWithHit Parms{};

	Parms.Instigator = Instigator;
	Parms.InitialLocation = std::move(InitialLocation);
	Parms.InitialVelocity = std::move(InitialVelocity);
	Parms.MaxSpeed = MaxSpeed;
	Parms.Gravity = Gravity;
	Parms.Friction = Friction;
	Parms.Bounciness = Bounciness;
	Parms.TimeStep = TimeStep;
	Parms.TraceExtent = TraceExtent;
	Parms.MaxBounces = MaxBounces;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHitResult != nullptr)
		*OutHitResult = std::move(Parms.OutHitResult);

	if (OutSplinePoints != nullptr)
		*OutSplinePoints = std::move(Parms.OutSplinePoints);

	if (OutSplineTangents != nullptr)
		*OutSplineTangents = std::move(Parms.OutSplineTangents);
}


// Function FortniteGame.FortGameplayAbility.AddDynamicGameplayEffectContainer
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainer     Container                                              (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortGameplayAbility::AddDynamicGameplayEffectContainer(struct FGameplayTag& ApplicationTag, struct FFortGameplayEffectContainer& Container)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "AddDynamicGameplayEffectContainer");

	Params::FortGameplayAbility_AddDynamicGameplayEffectContainer Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.Container = std::move(Container);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	ApplicationTag = std::move(Parms.ApplicationTag);
	Container = std::move(Parms.Container);
}


// Function FortniteGame.FortGameplayAbility.ApplyGameplayEffectContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FActiveGameplayEffectHandle>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

const TArray<struct FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ApplyGameplayEffectContainer");

	Params::FortGameplayAbility_ApplyGameplayEffectContainer Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.GameplayEffectLevel = GameplayEffectLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.ApplyGameplayEffectContainerWithCSVStats
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           StatName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const TArray<struct FActiveGameplayEffectHandle>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

const TArray<struct FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainerWithCSVStats(const struct FGameplayAbilityTargetDataHandle& TargetData, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel, const class FString& StatName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ApplyGameplayEffectContainerWithCSVStats");

	Params::FortGameplayAbility_ApplyGameplayEffectContainerWithCSVStats Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.GameplayEffectLevel = GameplayEffectLevel;
	Parms.StatName = std::move(StatName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.BP_GetGameplayEffectContainer
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainer     ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectContainer UFortGameplayAbility::BP_GetGameplayEffectContainer(const struct FGameplayTag& ApplicationTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "BP_GetGameplayEffectContainer");

	Params::FortGameplayAbility_BP_GetGameplayEffectContainer Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.BP_GetGameplayEffectContainers
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortGameplayEffectContainer>OutContainers                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortGameplayAbility::BP_GetGameplayEffectContainers(const struct FGameplayTag& ApplicationTag, TArray<struct FFortGameplayEffectContainer>* OutContainers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "BP_GetGameplayEffectContainers");

	Params::FortGameplayAbility_BP_GetGameplayEffectContainers Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutContainers != nullptr)
		*OutContainers = std::move(Parms.OutContainers);
}


// Function FortniteGame.FortGameplayAbility.ClearAIFocalPoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bUseAttackingPriority                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::ClearAIFocalPoint(bool bUseAttackingPriority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ClearAIFocalPoint");

	Params::FortGameplayAbility_ClearAIFocalPoint Parms{};

	Parms.bUseAttackingPriority = bUseAttackingPriority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.ClearCameraMode
// (Final, Native, Public, BlueprintCallable)

void UFortGameplayAbility::ClearCameraMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ClearCameraMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.ClearTrackedActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bDestroyActors                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::ClearTrackedActors(bool bDestroyActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ClearTrackedActors");

	Params::FortGameplayAbility_ClearTrackedActors Parms{};

	Parms.bDestroyActors = bDestroyActors;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.ClearTrackedGroupedActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     GroupTag                                               (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDestroyActors                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::ClearTrackedGroupedActors(const struct FGameplayTag& GroupTag, bool bDestroyActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ClearTrackedGroupedActors");

	Params::FortGameplayAbility_ClearTrackedGroupedActors Parms{};

	Parms.GroupTag = std::move(GroupTag);
	Parms.bDestroyActors = bDestroyActors;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.EquipAbilityWeapon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortWeaponItemDefinition*        WeaponDefinition                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ItemLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::EquipAbilityWeapon(class UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "EquipAbilityWeapon");

	Params::FortGameplayAbility_EquipAbilityWeapon Parms{};

	Parms.WeaponDefinition = WeaponDefinition;
	Parms.ItemLevel = ItemLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.ForceCameraLookDown
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerController*                PC                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::ForceCameraLookDown(class APlayerController* PC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ForceCameraLookDown");

	Params::FortGameplayAbility_ForceCameraLookDown Parms{};

	Parms.PC = PC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.GetAimLocationNearestPawn
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPawn*                        Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortGameplayAbility::GetAimLocationNearestPawn(class AFortPawn* Instigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetAimLocationNearestPawn");

	Params::FortGameplayAbility_GetAimLocationNearestPawn Parms{};

	Parms.Instigator = Instigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.K2_AbilityCompleted
// (Native, Public, BlueprintCallable)

void UFortGameplayAbility::K2_AbilityCompleted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "K2_AbilityCompleted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.K2_TriggerFromAnimation
// (Event, Public, BlueprintEvent)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::K2_TriggerFromAnimation(const struct FGameplayTag& ApplicationTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "K2_TriggerFromAnimation");

	Params::FortGameplayAbility_K2_TriggerFromAnimation Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayAbility.MakeGameplayEffectContainerSpec
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortGameplayEffectContainerSpec ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "MakeGameplayEffectContainerSpec");

	Params::FortGameplayAbility_MakeGameplayEffectContainerSpec Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.GameplayEffectLevel = GameplayEffectLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.MakeGameplayEffectContainerSpecs
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortGameplayEffectContainerSpec>OutSpecContainers                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortGameplayAbility::MakeGameplayEffectContainerSpecs(const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel, TArray<struct FFortGameplayEffectContainerSpec>* OutSpecContainers)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "MakeGameplayEffectContainerSpecs");

	Params::FortGameplayAbility_MakeGameplayEffectContainerSpecs Parms{};

	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.GameplayEffectLevel = GameplayEffectLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSpecContainers != nullptr)
		*OutSpecContainers = std::move(Parms.OutSpecContainers);
}


// Function FortniteGame.FortGameplayAbility.OnAbilityInputReleased
// (Event, Protected, BlueprintEvent)

void UFortGameplayAbility::OnAbilityInputReleased()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "OnAbilityInputReleased");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortGameplayAbility.OnGenericNotifyFromAnimation
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// struct FGameplayTag                     NotifyTag                                              (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::OnGenericNotifyFromAnimation(const struct FGameplayTag& NotifyTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "OnGenericNotifyFromAnimation");

	Params::FortGameplayAbility_OnGenericNotifyFromAnimation Parms{};

	Parms.NotifyTag = std::move(NotifyTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.SetAIFocalPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           FocusTarget                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          FocalPoint                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUseAttackingPriority                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::SetAIFocalPoint(class AActor* FocusTarget, const struct FVector& FocalPoint, bool bUseAttackingPriority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "SetAIFocalPoint");

	Params::FortGameplayAbility_SetAIFocalPoint Parms{};

	Parms.FocusTarget = FocusTarget;
	Parms.FocalPoint = std::move(FocalPoint);
	Parms.bUseAttackingPriority = bUseAttackingPriority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.SetCameraMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSubclassOf<class UFortCameraMode>      CameraModeClass                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::SetCameraMode(TSubclassOf<class UFortCameraMode> CameraModeClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "SetCameraMode");

	Params::FortGameplayAbility_SetCameraMode Parms{};

	Parms.CameraModeClass = CameraModeClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.SetupPreviewImageOverride
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility::SetupPreviewImageOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "SetupPreviewImageOverride");

	Params::FortGameplayAbility_SetupPreviewImageOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.TrackActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           ActorToTrack                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::TrackActor(class AActor* ActorToTrack)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "TrackActor");

	Params::FortGameplayAbility_TrackActor Parms{};

	Parms.ActorToTrack = ActorToTrack;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.TrackGroupedActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           ActorToTrack                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     GroupTag                                               (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::TrackGroupedActor(class AActor* ActorToTrack, const struct FGameplayTag& GroupTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "TrackGroupedActor");

	Params::FortGameplayAbility_TrackGroupedActor Parms{};

	Parms.ActorToTrack = ActorToTrack;
	Parms.GroupTag = std::move(GroupTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility.ApplyAccuracyToTargetLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          SourceLocation                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          TargetLocation                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   InDesiredThrowAngle                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const struct FVector& SourceLocation, const struct FVector& TargetLocation, float InDesiredThrowAngle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "ApplyAccuracyToTargetLocation");

	Params::FortGameplayAbility_ApplyAccuracyToTargetLocation Parms{};

	Parms.SourceLocation = std::move(SourceLocation);
	Parms.TargetLocation = std::move(TargetLocation);
	Parms.InDesiredThrowAngle = InDesiredThrowAngle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.DoesTargetHaveProhibitedTagsForAI
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Target                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const class AActor* Target) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveProhibitedTagsForAI");

	Params::FortGameplayAbility_DoesTargetHaveProhibitedTagsForAI Parms{};

	Parms.Target = Target;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.DoesTargetHaveTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Target                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            Tags                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility::DoesTargetHaveTags(const class AActor* Target, const struct FGameplayTagContainer& Tags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "DoesTargetHaveTags");

	Params::FortGameplayAbility_DoesTargetHaveTags Parms{};

	Parms.Target = Target;
	Parms.Tags = std::move(Tags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetAbilityTargetingLevel
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortGameplayAbility::GetAbilityTargetingLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetAbilityTargetingLevel");

	Params::FortGameplayAbility_GetAbilityTargetingLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetActivatingAbilityComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAbilitySystemComponent*      ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetActivatingAbilityComponent");

	Params::FortGameplayAbility_GetActivatingAbilityComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetActivatingPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPawn*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPawn* UFortGameplayAbility::GetActivatingPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetActivatingPawn");

	Params::FortGameplayAbility_GetActivatingPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetAIAbilityTarget
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* UFortGameplayAbility::GetAIAbilityTarget() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetAIAbilityTarget");

	Params::FortGameplayAbility_GetAIAbilityTarget Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetCurrentAbilitySourceLevel
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   OutSourceLevel                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::GetCurrentAbilitySourceLevel(float* OutSourceLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetCurrentAbilitySourceLevel");

	Params::FortGameplayAbility_GetCurrentAbilitySourceLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSourceLevel != nullptr)
		*OutSourceLevel = Parms.OutSourceLevel;
}


// Function FortniteGame.FortGameplayAbility.GetCurrentSourceItemDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceItemDefinition");

	Params::FortGameplayAbility_GetCurrentSourceItemDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetCurrentSourceWeapon
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortWeapon*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetCurrentSourceWeapon");

	Params::FortGameplayAbility_GetCurrentSourceWeapon Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetCustomAbilitySourceTransform
// (Event, Public, HasDefaults, BlueprintEvent, Const)
// Parameters:
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform UFortGameplayAbility::GetCustomAbilitySourceTransform() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetCustomAbilitySourceTransform");

	Params::FortGameplayAbility_GetCustomAbilitySourceTransform Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetDisplayStats
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortTooltipDisplayStatsList*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipDisplayStatsList* UFortGameplayAbility::GetDisplayStats() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetDisplayStats");

	Params::FortGameplayAbility_GetDisplayStats Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetFireLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortGameplayAbility::GetFireLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetFireLocation");

	Params::FortGameplayAbility_GetFireLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetFireRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bApplyLeading                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyInaccuracy                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyClampedMaxYawAngleToFire                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetFireRotation");

	Params::FortGameplayAbility_GetFireRotation Parms{};

	Parms.bApplyLeading = bApplyLeading;
	Parms.bApplyInaccuracy = bApplyInaccuracy;
	Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetMaxNumTrackedActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortGameplayAbility::GetMaxNumTrackedActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetMaxNumTrackedActors");

	Params::FortGameplayAbility_GetMaxNumTrackedActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetProjectileInitialValues
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   OutProjectileSpeed                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         OutSpawnDirection                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float                                   OutProjectileGravity                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           HomingTarget                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyInaccuracy                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyClampedMaxYawAngleToFire                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bApplyLeading                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::GetProjectileInitialValues(float* OutProjectileSpeed, struct FRotator* OutSpawnDirection, float* OutProjectileGravity, class AActor** HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetProjectileInitialValues");

	Params::FortGameplayAbility_GetProjectileInitialValues Parms{};

	Parms.bApplyInaccuracy = bApplyInaccuracy;
	Parms.bApplyClampedMaxYawAngleToFire = bApplyClampedMaxYawAngleToFire;
	Parms.bApplyLeading = bApplyLeading;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutProjectileSpeed != nullptr)
		*OutProjectileSpeed = Parms.OutProjectileSpeed;

	if (OutSpawnDirection != nullptr)
		*OutSpawnDirection = std::move(Parms.OutSpawnDirection);

	if (OutProjectileGravity != nullptr)
		*OutProjectileGravity = Parms.OutProjectileGravity;

	if (HomingTarget != nullptr)
		*HomingTarget = Parms.HomingTarget;
}


// Function FortniteGame.FortGameplayAbility.GetTooltip
// (Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortTooltip> UFortGameplayAbility::GetTooltip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetTooltip");

	Params::FortGameplayAbility_GetTooltip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetTrackedActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, Const)
// Parameters:
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortGameplayAbility::GetTrackedActors() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetTrackedActors");

	Params::FortGameplayAbility_GetTrackedActors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.GetTrackedGroupedActors
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, Const)
// Parameters:
// struct FGameplayTag                     GroupTag                                               (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AActor*> UFortGameplayAbility::GetTrackedGroupedActors(const struct FGameplayTag& GroupTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "GetTrackedGroupedActors");

	Params::FortGameplayAbility_GetTrackedGroupedActors Parms{};

	Parms.GroupTag = std::move(GroupTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.IsTargetOutsideOfMaxYawRotation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "IsTargetOutsideOfMaxYawRotation");

	Params::FortGameplayAbility_IsTargetOutsideOfMaxYawRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.K2_ShouldUseDecoTool
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FGameplayAbilityActorInfo        ActorInfo                                              (Parm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility::K2_ShouldUseDecoTool(const struct FGameplayAbilityActorInfo& ActorInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "K2_ShouldUseDecoTool");

	Params::FortGameplayAbility_K2_ShouldUseDecoTool Parms{};

	Parms.ActorInfo = std::move(ActorInfo);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility.QueryGameplayEffectContainerTargetExecutionModifiers
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayAbilityTargetDataHandle TargetData                                             (Parm, NativeAccessSpecifierPublic)
// class UFortAbilitySystemComponent*      SrcAbilitySystem                                       (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     ApplicationTag                                         (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GameplayEffectLevel                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          SourceObject                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FGameplayEffectExecutionScopedModifierInfo>InScopedMods                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FActiveGameplayEffectHandle>InIgnoreHandles                                        (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FGameplayModifierEvaluatedData>OutOutputModifiers                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    bTooltipRequest                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility::QueryGameplayEffectContainerTargetExecutionModifiers(const struct FGameplayAbilityTargetDataHandle& TargetData, const class UFortAbilitySystemComponent* SrcAbilitySystem, const struct FGameplayTag& ApplicationTag, int32 GameplayEffectLevel, const class UObject* SourceObject, const TArray<struct FGameplayEffectExecutionScopedModifierInfo>& InScopedMods, const TArray<struct FActiveGameplayEffectHandle>& InIgnoreHandles, TArray<struct FGameplayModifierEvaluatedData>* OutOutputModifiers, bool bTooltipRequest) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility", "QueryGameplayEffectContainerTargetExecutionModifiers");

	Params::FortGameplayAbility_QueryGameplayEffectContainerTargetExecutionModifiers Parms{};

	Parms.TargetData = std::move(TargetData);
	Parms.SrcAbilitySystem = SrcAbilitySystem;
	Parms.ApplicationTag = std::move(ApplicationTag);
	Parms.GameplayEffectLevel = GameplayEffectLevel;
	Parms.SourceObject = SourceObject;
	Parms.InScopedMods = std::move(InScopedMods);
	Parms.InIgnoreHandles = std::move(InIgnoreHandles);
	Parms.bTooltipRequest = bTooltipRequest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutOutputModifiers != nullptr)
		*OutOutputModifiers = std::move(Parms.OutOutputModifiers);
}


// Function FortniteGame.FortGameplayAbility_AIPortal.ModifyCollisions
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void UFortGameplayAbility_AIPortal::ModifyCollisions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AIPortal", "ModifyCollisions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalBuilding
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class ABuildingSMActor*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingSMActor* UFortGameplayAbility_AIPortal::GetPortalBuilding() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalBuilding");

	Params::FortGameplayAbility_AIPortal_GetPortalBuilding Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalInPoint
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortGameplayAbility_AIPortal::GetPortalInPoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalInPoint");

	Params::FortGameplayAbility_AIPortal_GetPortalInPoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility_AIPortal.GetPortalOutPoint
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortGameplayAbility_AIPortal::GetPortalOutPoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AIPortal", "GetPortalOutPoint");

	Params::FortGameplayAbility_AIPortal_GetPortalOutPoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility_AIPortal.HasPortalOutPoint
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbility_AIPortal::HasPortalOutPoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AIPortal", "HasPortalOutPoint");

	Params::FortGameplayAbility_AIPortal_HasPortalOutPoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbility_AITurnTransition.GetTurnTransitionMontageSectionNameAndYawRotationRate
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             MontageSectionName                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   TurnYawRotationRate                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_AITurnTransition::GetTurnTransitionMontageSectionNameAndYawRotationRate(class FName* MontageSectionName, float* TurnYawRotationRate) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_AITurnTransition", "GetTurnTransitionMontageSectionNameAndYawRotationRate");

	Params::FortGameplayAbility_AITurnTransition_GetTurnTransitionMontageSectionNameAndYawRotationRate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (MontageSectionName != nullptr)
		*MontageSectionName = Parms.MontageSectionName;

	if (TurnYawRotationRate != nullptr)
		*TurnYawRotationRate = Parms.TurnYawRotationRate;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.HandleCurrentStateChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EJumpBoostPackState                     InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_JumpBoostPack::HandleCurrentStateChanged(EJumpBoostPackState InPreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "HandleCurrentStateChanged");

	Params::FortGameplayAbility_JumpBoostPack_HandleCurrentStateChanged Parms{};

	Parms.InPreviousState = InPreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnAbilityCanceled
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_JumpBoostPack::OnAbilityCanceled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnAbilityCanceled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnCurrentStateChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EJumpBoostPackState                     InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EJumpBoostPackState                     InCurrentState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_JumpBoostPack::OnCurrentStateChanged(EJumpBoostPackState InPreviousState, EJumpBoostPackState InCurrentState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnCurrentStateChanged");

	Params::FortGameplayAbility_JumpBoostPack_OnCurrentStateChanged Parms{};

	Parms.InPreviousState = InPreviousState;
	Parms.InCurrentState = InCurrentState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnFuelIsEmpty
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_JumpBoostPack::OnFuelIsEmpty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnFuelIsEmpty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnFuelIsFull
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_JumpBoostPack::OnFuelIsFull()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnFuelIsFull");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnRep_bAbilityMarkedForPendingKill
// (Final, Native, Private)

void UFortGameplayAbility_JumpBoostPack::OnRep_bAbilityMarkedForPendingKill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnRep_bAbilityMarkedForPendingKill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.OnRep_ServerCurrentState
// (Final, Native, Private)
// Parameters:
// EJumpBoostPackState                     PreviousState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_JumpBoostPack::OnRep_ServerCurrentState(EJumpBoostPackState PreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "OnRep_ServerCurrentState");

	Params::FortGameplayAbility_JumpBoostPack_OnRep_ServerCurrentState Parms{};

	Parms.PreviousState = PreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_JumpBoostPack.SetCurrentState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EJumpBoostPackState                     InState                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_JumpBoostPack::SetCurrentState(EJumpBoostPackState InState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_JumpBoostPack", "SetCurrentState");

	Params::FortGameplayAbility_JumpBoostPack_SetCurrentState Parms{};

	Parms.InState = InState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.HandleCurrentStateChanged
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EMedicPackState                         InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_MedicPack::HandleCurrentStateChanged(EMedicPackState InPreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "HandleCurrentStateChanged");

	Params::FortGameplayAbility_MedicPack_HandleCurrentStateChanged Parms{};

	Parms.InPreviousState = InPreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnAbilityCanceled
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_MedicPack::OnAbilityCanceled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnAbilityCanceled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnCurrentStateChanged
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// EMedicPackState                         InPreviousState                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMedicPackState                         InCurrentState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_MedicPack::OnCurrentStateChanged(EMedicPackState InPreviousState, EMedicPackState InCurrentState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnCurrentStateChanged");

	Params::FortGameplayAbility_MedicPack_OnCurrentStateChanged Parms{};

	Parms.InPreviousState = InPreviousState;
	Parms.InCurrentState = InCurrentState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnFuelIsEmpty
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_MedicPack::OnFuelIsEmpty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnFuelIsEmpty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnFuelIsFull
// (Native, Event, Public, BlueprintEvent)

void UFortGameplayAbility_MedicPack::OnFuelIsFull()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnFuelIsFull");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnRep_bAbilityMarkedForPendingKill
// (Final, Native, Private)

void UFortGameplayAbility_MedicPack::OnRep_bAbilityMarkedForPendingKill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnRep_bAbilityMarkedForPendingKill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.OnRep_ServerCurrentState
// (Final, Native, Private)
// Parameters:
// EMedicPackState                         PreviousState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_MedicPack::OnRep_ServerCurrentState(EMedicPackState PreviousState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "OnRep_ServerCurrentState");

	Params::FortGameplayAbility_MedicPack_OnRep_ServerCurrentState Parms{};

	Parms.PreviousState = PreviousState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbility_MedicPack.SetCurrentState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EMedicPackState                         InState                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbility_MedicPack::SetCurrentState(EMedicPackState InState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbility_MedicPack", "SetCurrentState");

	Params::FortGameplayAbility_MedicPack_SetCurrentState Parms{};

	Parms.InState = InState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHeroType.GetHeroGameplayDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortHeroGameplayDefinition*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHeroGameplayDefinition* UFortHeroType::GetHeroGameplayDefinition()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetHeroGameplayDefinition");

	Params::FortHeroType_GetHeroGameplayDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroType.GetFemaleOverrideFeedback
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bOnlyIfLoaded                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFeedbackBank*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortFeedbackBank* UFortHeroType::GetFemaleOverrideFeedback(bool bOnlyIfLoaded) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetFemaleOverrideFeedback");

	Params::FortHeroType_GetFemaleOverrideFeedback Parms{};

	Parms.bOnlyIfLoaded = bOnlyIfLoaded;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroType.GetFrontendAnimClass
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFrontendAnimInstance>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFrontendAnimInstance> UFortHeroType::GetFrontendAnimClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetFrontendAnimClass");

	Params::FortHeroType_GetFrontendAnimClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroType.GetFrontendAnimMontageIdleOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAnimMontage*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAnimMontage* UFortHeroType::GetFrontendAnimMontageIdleOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetFrontendAnimMontageIdleOverride");

	Params::FortHeroType_GetFrontendAnimMontageIdleOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroType.GetMaleOverrideFeedback
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bOnlyIfLoaded                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortFeedbackBank*                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortFeedbackBank* UFortHeroType::GetMaleOverrideFeedback(bool bOnlyIfLoaded) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetMaleOverrideFeedback");

	Params::FortHeroType_GetMaleOverrideFeedback Parms{};

	Parms.bOnlyIfLoaded = bOnlyIfLoaded;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHeroType.GetSubType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortHeroType::GetSubType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHeroType", "GetSubType");

	Params::FortHeroType_GetSubType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.GetApplicationTag
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UGameplayAbility*                 AbilityInstance                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     OutTag                                                 (Parm, OutParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbilityTooltip::GetApplicationTag(const class UGameplayAbility* AbilityInstance, struct FGameplayTag* OutTag) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetApplicationTag");

	Params::FortGameplayAbilityTooltip_GetApplicationTag Parms{};

	Parms.AbilityInstance = AbilityInstance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTag != nullptr)
		*OutTag = std::move(Parms.OutTag);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilityInstance
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayAbility*                 AbilityInstance                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilityInstance(const class UGameplayAbility* AbilityInstance, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilityInstance");

	Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilityInstance Parms{};

	Parms.AbilityInstance = AbilityInstance;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilityInstanceInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UGameplayAbility*                 AbilityInstance                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilityInstanceInternal(const class UGameplayAbility* AbilityInstance, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilityInstanceInternal");

	Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilityInstanceInternal Parms{};

	Parms.AbilityInstance = AbilityInstance;
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpec
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayAbilitySpec             Spec                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpec(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpec");

	Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpec Parms{};

	Parms.Spec = std::move(Spec);
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.GetTextForTokenFromAbilitySpecInternal
// (Native, Event, Protected, HasOutParams, BlueprintEvent, Const)
// Parameters:
// struct FGameplayAbilitySpec             Spec                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Tag                                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag                     Token                                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             OutText                                                (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameplayAbilityTooltip::GetTextForTokenFromAbilitySpecInternal(const struct FGameplayAbilitySpec& Spec, const struct FGameplayTag& Tag, const class UFortTooltipContext* Context, const struct FGameplayTag& Token, class FText* OutText) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "GetTextForTokenFromAbilitySpecInternal");

	Params::FortGameplayAbilityTooltip_GetTextForTokenFromAbilitySpecInternal Parms{};

	Parms.Spec = std::move(Spec);
	Parms.Tag = std::move(Tag);
	Parms.Context = Context;
	Parms.Token = std::move(Token);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutText != nullptr)
		*OutText = std::move(Parms.OutText);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayAbilityTooltip.InitializeAbilityInstance
// (Final, Native, Protected, BlueprintCallable, Const)
// Parameters:
// class UGameplayAbility*                 AbilityInstance                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbilityTooltip::InitializeAbilityInstance(const class UGameplayAbility* AbilityInstance, const class UFortTooltipContext* Context) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "InitializeAbilityInstance");

	Params::FortGameplayAbilityTooltip_InitializeAbilityInstance Parms{};

	Parms.AbilityInstance = AbilityInstance;
	Parms.Context = Context;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayAbilityTooltip.InitializeAbilityInstanceInternal
// (Native, Event, Protected, BlueprintEvent, Const)
// Parameters:
// class UGameplayAbility*                 AbilityInstance                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortTooltipContext*              Context                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayAbilityTooltip::InitializeAbilityInstanceInternal(const class UGameplayAbility* AbilityInstance, const class UFortTooltipContext* Context) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayAbilityTooltip", "InitializeAbilityInstanceInternal");

	Params::FortGameplayAbilityTooltip_InitializeAbilityInstanceInternal Parms{};

	Parms.AbilityInstance = AbilityInstance;
	Parms.Context = Context;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameplayCueNotify_Burst.OnBurst
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UCameraShake*                     BurstCameraShakeInstance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADecalActor*                      BurstDecalInstance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameplayCueNotify_Burst::OnBurst(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Burst", "OnBurst");

	Params::FortGameplayCueNotify_Burst_OnBurst Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);
	Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
	Parms.BurstDecalInstance = BurstDecalInstance;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Loop.OnApplication
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UCameraShake*                     BurstCameraShakeInstance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADecalActor*                      BurstDecalInstance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Loop::OnApplication(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Loop", "OnApplication");

	Params::FortGameplayCueNotify_Loop_OnApplication Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);
	Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
	Parms.BurstDecalInstance = BurstDecalInstance;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Loop.OnLoopingStart
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Loop::OnLoopingStart(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Loop", "OnLoopingStart");

	Params::FortGameplayCueNotify_Loop_OnLoopingStart Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Loop.OnRecurring
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UCameraShake*                     BurstCameraShakeInstance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADecalActor*                      BurstDecalInstance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Loop::OnRecurring(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Loop", "OnRecurring");

	Params::FortGameplayCueNotify_Loop_OnRecurring Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);
	Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
	Parms.BurstDecalInstance = BurstDecalInstance;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Loop.OnRemoval
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class AActor*                           MyTarget                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UParticleSystemComponent*> ParticleComponents                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// TArray<class UAudioComponent*>          AudioComponents                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class UCameraShake*                     BurstCameraShakeInstance                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ADecalActor*                      BurstDecalInstance                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Loop::OnRemoval(class AActor* MyTarget, const struct FGameplayCueParameters& Parameters, const TArray<class UParticleSystemComponent*>& ParticleComponents, const TArray<class UAudioComponent*>& AudioComponents, class UCameraShake* BurstCameraShakeInstance, class ADecalActor* BurstDecalInstance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Loop", "OnRemoval");

	Params::FortGameplayCueNotify_Loop_OnRemoval Parms{};

	Parms.MyTarget = MyTarget;
	Parms.Parameters = std::move(Parameters);
	Parms.ParticleComponents = std::move(ParticleComponents);
	Parms.AudioComponents = std::move(AudioComponents);
	Parms.BurstCameraShakeInstance = BurstCameraShakeInstance;
	Parms.BurstDecalInstance = BurstDecalInstance;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Looping.GetSpawnTransform
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             AttachPointName                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FTransform                       OutTransform                                           (Parm, OutParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameplayCueNotify_Looping::GetSpawnTransform(class AActor* TargetActor, class FName AttachPointName, const struct FGameplayCueParameters& Parameters, struct FTransform* OutTransform) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "GetSpawnTransform");

	Params::FortGameplayCueNotify_Looping_GetSpawnTransform Parms{};

	Parms.TargetActor = TargetActor;
	Parms.AttachPointName = AttachPointName;
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTransform != nullptr)
		*OutTransform = std::move(Parms.OutTransform);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueNotify_Looping.GetTargetComponent
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           TargetActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)
// class USceneComponent*                  ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USceneComponent* AFortGameplayCueNotify_Looping::GetTargetComponent(class AActor* TargetActor, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "GetTargetComponent");

	Params::FortGameplayCueNotify_Looping_GetTargetComponent Parms{};

	Parms.TargetActor = TargetActor;
	Parms.Parameters = std::move(Parameters);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameplayCueNotify_Looping.OnStartParticleSystemSpawned
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         SpawnedParticleSysComponent                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Looping::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "OnStartParticleSystemSpawned");

	Params::FortGameplayCueNotify_Looping_OnStartParticleSystemSpawned Parms{};

	Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Looping.OnStopParticleSystemSpawned
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         SpawnedParticleSysComponent                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Looping::OnStopParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "OnStopParticleSystemSpawned");

	Params::FortGameplayCueNotify_Looping_OnStopParticleSystemSpawned Parms{};

	Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Looping.OnWhileActiveParticleSystemActivate
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         WhileActiveParticleSysComponent                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Looping::OnWhileActiveParticleSystemActivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "OnWhileActiveParticleSystemActivate");

	Params::FortGameplayCueNotify_Looping_OnWhileActiveParticleSystemActivate Parms{};

	Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Looping.OnWhileActiveParticleSystemDeactivate
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         WhileActiveParticleSysComponent                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortGameplayCueNotify_Looping::OnWhileActiveParticleSystemDeactivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Looping", "OnWhileActiveParticleSystemDeactivate");

	Params::FortGameplayCueNotify_Looping_OnWhileActiveParticleSystemDeactivate Parms{};

	Parms.WhileActiveParticleSysComponent = WhileActiveParticleSysComponent;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayCueNotify_Simple.OnStartParticleSystemSpawned
// (Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         SpawnedParticleSysComponent                            (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference, NativeAccessSpecifierPublic)

void UFortGameplayCueNotify_Simple::OnStartParticleSystemSpawned(class UParticleSystemComponent* SpawnedParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayCueNotify_Simple", "OnStartParticleSystemSpawned");

	Params::FortGameplayCueNotify_Simple_OnStartParticleSystemSpawned Parms{};

	Parms.SpawnedParticleSysComponent = SpawnedParticleSysComponent;
	Parms.Parameters = std::move(Parameters);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameplayTagVolumeInterface.ApplyTags
// (Native, Public)

void IFortGameplayTagVolumeInterface::ApplyTags()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameplayTagVolumeInterface", "ApplyTags");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUIZone.GetCurrentCursorModeAction
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortUIZone::GetCurrentCursorModeAction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "GetCurrentCursorModeAction");

	Params::FortUIZone_GetCurrentCursorModeAction Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUIZone.ToggleTargetInfo
// (Final, RequiredAPI, Exec, Native, Public)

void AFortUIZone::ToggleTargetInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "ToggleTargetInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUIZone.ToggleTargetInfoAI
// (Final, Exec, Native, Public)

void AFortUIZone::ToggleTargetInfoAI()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoAI");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUIZone.ToggleTargetInfoLock
// (Final, Exec, Native, Public)
// Parameters:
// bool                                    bTraceComplex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortUIZone::ToggleTargetInfoLock(bool bTraceComplex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoLock");

	Params::FortUIZone_ToggleTargetInfoLock Parms{};

	Parms.bTraceComplex = bTraceComplex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUIZone.ToggleTargetInfoPaths
// (Final, Exec, Native, Public)

void AFortUIZone::ToggleTargetInfoPaths()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoPaths");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUIZone.ToggleTargetInfoSensing
// (Final, Exec, Native, Public)

void AFortUIZone::ToggleTargetInfoSensing()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIZone", "ToggleTargetInfoSensing");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ApplyPlayerAbilityRestriction
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameStateZone::ApplyPlayerAbilityRestriction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ApplyPlayerAbilityRestriction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.BindDelegateOnGameplayVoteUpdated
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(EFortVoteType VoteType, EFortVoteStatus VoteStatus, int32 VoteResult, TArray<struct FVoter>& Voters)>Delegate                                               (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateZone::BindDelegateOnGameplayVoteUpdated(EFortVoteType VoteType, TDelegate<void(EFortVoteType VoteType, EFortVoteStatus VoteStatus, int32 VoteResult, TArray<struct FVoter>& Voters)> Delegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "BindDelegateOnGameplayVoteUpdated");

	Params::FortGameStateZone_BindDelegateOnGameplayVoteUpdated Parms{};

	Parms.VoteType = VoteType;
	Parms.Delegate = Delegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.GetUIMapManager
// (Native, Public, BlueprintCallable)
// Parameters:
// class AFortInGameMapManager*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortInGameMapManager* AFortGameStateZone::GetUIMapManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetUIMapManager");

	Params::FortGameStateZone_GetUIMapManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GloballyBlockAbilitiesWithTags
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            TagsToBlock                                            (Parm, NativeAccessSpecifierPublic)

void AFortGameStateZone::GloballyBlockAbilitiesWithTags(const struct FGameplayTagContainer& TagsToBlock)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GloballyBlockAbilitiesWithTags");

	Params::FortGameStateZone_GloballyBlockAbilitiesWithTags Parms{};

	Parms.TagsToBlock = std::move(TagsToBlock);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.GloballyUnblockAbilitiesWithTags
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            TagsToUnblock                                          (Parm, NativeAccessSpecifierPublic)

void AFortGameStateZone::GloballyUnblockAbilitiesWithTags(const struct FGameplayTagContainer& TagsToUnblock)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GloballyUnblockAbilitiesWithTags");

	Params::FortGameStateZone_GloballyUnblockAbilitiesWithTags Parms{};

	Parms.TagsToUnblock = std::move(TagsToUnblock);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.NotifyEndFailedGameplayVoteLockout
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::NotifyEndFailedGameplayVoteLockout(EFortVoteType VoteType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "NotifyEndFailedGameplayVoteLockout");

	Params::FortGameStateZone_NotifyEndFailedGameplayVoteLockout Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.NotifySurvivorDead
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameStateZone::NotifySurvivorDead()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "NotifySurvivorDead");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.NotifySurvivorRescued
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            Rescuer                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           SurvivorName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::NotifySurvivorRescued(class AFortPlayerController* Rescuer, const class FString& SurvivorName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "NotifySurvivorRescued");

	Params::FortGameStateZone_NotifySurvivorRescued Parms{};

	Parms.Rescuer = Rescuer;
	Parms.SurvivorName = std::move(SurvivorName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.NotifySurvivorSpawned
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameStateZone::NotifySurvivorSpawned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "NotifySurvivorSpawned");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnDefenderDeployed
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAIPawn*                      Defender                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::OnDefenderDeployed(class AFortAIPawn* Defender)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnDefenderDeployed");

	Params::FortGameStateZone_OnDefenderDeployed Parms{};

	Parms.Defender = Defender;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnDefenderRemoved
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortAIPawn*                      Defender                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::OnDefenderRemoved(class AFortAIPawn* Defender)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnDefenderRemoved");

	Params::FortGameStateZone_OnDefenderRemoved Parms{};

	Parms.Defender = Defender;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_ActiveGameplayModifiers
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_ActiveGameplayModifiers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_ActiveGameplayModifiers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_bGlobalCeaseFire
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_bGlobalCeaseFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_bGlobalCeaseFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_DifficultyIncreaseRewards
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_DifficultyIncreaseRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_DifficultyIncreaseRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_DifficultyIncreaseRewardTier
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_DifficultyIncreaseRewardTier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_DifficultyIncreaseRewardTier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_GameDifficulty
// (Native, Protected)

void AFortGameStateZone::OnRep_GameDifficulty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_GameDifficulty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_GameplayVotes
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_GameplayVotes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_GameplayVotes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_MissionAlertData
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_MissionAlertData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_MissionAlertData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_MissionGenerator
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_MissionGenerator()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_MissionGenerator");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_MissionRewards
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_MissionRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_MissionRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_NumSurvivorsRescued
// (Final, Native, Public)

void AFortGameStateZone::OnRep_NumSurvivorsRescued()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_NumSurvivorsRescued");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_PlayerBuildingSkillLevel
// (Native, Protected)

void AFortGameStateZone::OnRep_PlayerBuildingSkillLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerBuildingSkillLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_PlayerSharedTrapAttributes
// (Native, Protected)

void AFortGameStateZone::OnRep_PlayerSharedTrapAttributes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerSharedTrapAttributes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_PlayerStructuresChanged
// (Native, Public)

void AFortGameStateZone::OnRep_PlayerStructuresChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_PlayerStructuresChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_TheaterUniqueId
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_TheaterUniqueId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_TheaterUniqueId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnRep_ZoneDifficultyInfoRow
// (Final, Native, Protected)

void AFortGameStateZone::OnRep_ZoneDifficultyInfoRow()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnRep_ZoneDifficultyInfoRow");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnWaveBasedModifiersAppliedMulticast
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// TArray<class UFortGameplayModifierItemDefinition*>ModifiersApplied                                       (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameStateZone::OnWaveBasedModifiersAppliedMulticast(const TArray<class UFortGameplayModifierItemDefinition*>& ModifiersApplied)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnWaveBasedModifiersAppliedMulticast");

	Params::FortGameStateZone_OnWaveBasedModifiersAppliedMulticast Parms{};

	Parms.ModifiersApplied = std::move(ModifiersApplied);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnWaveEncounterStarted
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FTieredWaveSetData               WaveData                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             LevelText                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             WaveText                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   WaveNum                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::OnWaveEncounterStarted(const struct FTieredWaveSetData& WaveData, const class FText& LevelText, int32 Level, const class FText& WaveText, int32 WaveNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnWaveEncounterStarted");

	Params::FortGameStateZone_OnWaveEncounterStarted Parms{};

	Parms.WaveData = std::move(WaveData);
	Parms.LevelText = std::move(LevelText);
	Parms.Level = Level;
	Parms.WaveText = std::move(WaveText);
	Parms.WaveNum = WaveNum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.OnWaveStart
// (Net, NetReliable, Native, Event, NetMulticast, Protected)
// Parameters:
// class FText                             LevelText                                              (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             WaveText                                               (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   WaveNum                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::OnWaveStart(const class FText& LevelText, int32 Level, const class FText& WaveText, int32 WaveNum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "OnWaveStart");

	Params::FortGameStateZone_OnWaveStart Parms{};

	Parms.LevelText = std::move(LevelText);
	Parms.Level = Level;
	Parms.WaveText = std::move(WaveText);
	Parms.WaveNum = WaveNum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.RegisterGameplayModifier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortGameplayModifierItemDefinition*InModifierToRegister                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Expiration                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FActiveGameplayModifierHandle    ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FActiveGameplayModifierHandle AFortGameStateZone::RegisterGameplayModifier(const class UFortGameplayModifierItemDefinition* InModifierToRegister, int32 Expiration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "RegisterGameplayModifier");

	Params::FortGameStateZone_RegisterGameplayModifier Parms{};

	Parms.InModifierToRegister = InModifierToRegister;
	Parms.Expiration = Expiration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.RemovePlayerAbilityRestriction
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortGameStateZone::RemovePlayerAbilityRestriction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "RemovePlayerAbilityRestriction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ServerBeginGameplayVote
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 PlayerNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortVoteConfig                  VoteConfig                                             (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateZone::ServerBeginGameplayVote(EFortVoteType VoteType, const struct FUniqueNetIdRepl& PlayerNetId, const struct FFortVoteConfig& VoteConfig)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ServerBeginGameplayVote");

	Params::FortGameStateZone_ServerBeginGameplayVote Parms{};

	Parms.VoteType = VoteType;
	Parms.PlayerNetId = std::move(PlayerNetId);
	Parms.VoteConfig = std::move(VoteConfig);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ServerEndGameplayVote
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 PlayerNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::ServerEndGameplayVote(EFortVoteType VoteType, const struct FUniqueNetIdRepl& PlayerNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ServerEndGameplayVote");

	Params::FortGameStateZone_ServerEndGameplayVote Parms{};

	Parms.VoteType = VoteType;
	Parms.PlayerNetId = std::move(PlayerNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ServerFireAIDirectorEvent
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// EFortAIDirectorEvent                    Event                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventSource                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          EventTarget                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   EventMultiplier                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::ServerFireAIDirectorEvent(EFortAIDirectorEvent Event, class UObject* EventSource, class UObject* EventTarget, float EventMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ServerFireAIDirectorEvent");

	Params::FortGameStateZone_ServerFireAIDirectorEvent Parms{};

	Parms.Event = Event;
	Parms.EventSource = EventSource;
	Parms.EventTarget = EventTarget;
	Parms.EventMultiplier = EventMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ServerFireAIDirectorEventBatch
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// TArray<struct FFortAIDirectorEvent>     Payload                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameStateZone::ServerFireAIDirectorEventBatch(const TArray<struct FFortAIDirectorEvent>& Payload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ServerFireAIDirectorEventBatch");

	Params::FortGameStateZone_ServerFireAIDirectorEventBatch Parms{};

	Parms.Payload = std::move(Payload);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.ServerSubmitGameplayVote
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   VoteDecision                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 PlayerNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::ServerSubmitGameplayVote(EFortVoteType VoteType, int32 VoteDecision, const struct FUniqueNetIdRepl& PlayerNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ServerSubmitGameplayVote");

	Params::FortGameStateZone_ServerSubmitGameplayVote Parms{};

	Parms.VoteType = VoteType;
	Parms.VoteDecision = VoteDecision;
	Parms.PlayerNetId = std::move(PlayerNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.SetBuildingAllowed
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bBuildingAtLayoutRequirementsAllowed                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bBuildingWithoutLayoutRequirementsAllowed              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::SetBuildingAllowed(bool bBuildingAtLayoutRequirementsAllowed, bool bBuildingWithoutLayoutRequirementsAllowed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "SetBuildingAllowed");

	Params::FortGameStateZone_SetBuildingAllowed Parms{};

	Parms.bBuildingAtLayoutRequirementsAllowed = bBuildingAtLayoutRequirementsAllowed;
	Parms.bBuildingWithoutLayoutRequirementsAllowed = bBuildingWithoutLayoutRequirementsAllowed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.SetDifficultyIncreaseRewardTier
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InDifficultyIncreaseTier                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::SetDifficultyIncreaseRewardTier(int32 InDifficultyIncreaseTier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "SetDifficultyIncreaseRewardTier");

	Params::FortGameStateZone_SetDifficultyIncreaseRewardTier Parms{};

	Parms.InDifficultyIncreaseTier = InDifficultyIncreaseTier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.UnbindDelegateOnGameplayVoteUpdated
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(EFortVoteType VoteType, EFortVoteStatus VoteStatus, int32 VoteResult, TArray<struct FVoter>& Voters)>Delegate                                               (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateZone::UnbindDelegateOnGameplayVoteUpdated(EFortVoteType VoteType, TDelegate<void(EFortVoteType VoteType, EFortVoteStatus VoteStatus, int32 VoteResult, TArray<struct FVoter>& Voters)> Delegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "UnbindDelegateOnGameplayVoteUpdated");

	Params::FortGameStateZone_UnbindDelegateOnGameplayVoteUpdated Parms{};

	Parms.VoteType = VoteType;
	Parms.Delegate = Delegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.UnregisterGameplayModifier
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FActiveGameplayModifierHandle    InHandleToUnregister                                   (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateZone::UnregisterGameplayModifier(const struct FActiveGameplayModifierHandle& InHandleToUnregister)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "UnregisterGameplayModifier");

	Params::FortGameStateZone_UnregisterGameplayModifier Parms{};

	Parms.InHandleToUnregister = std::move(InHandleToUnregister);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateZone.CanSpawnDefender
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerStateZone*             PlayerCausingRemoval                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             RemoveFromDefenderSquadId                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIPawn*                      OutDefenderToBeRemoved                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::CanSpawnDefender(class AFortPlayerStateZone* PlayerCausingRemoval, const class FName& RemoveFromDefenderSquadId, class AFortAIPawn** OutDefenderToBeRemoved) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "CanSpawnDefender");

	Params::FortGameStateZone_CanSpawnDefender Parms{};

	Parms.PlayerCausingRemoval = PlayerCausingRemoval;
	Parms.RemoveFromDefenderSquadId = RemoveFromDefenderSquadId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutDefenderToBeRemoved != nullptr)
		*OutDefenderToBeRemoved = Parms.OutDefenderToBeRemoved;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetActiveModifiers
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<class UFortGameplayModifierItemDefinition*>OutActiveModifiers                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortGameStateZone::GetActiveModifiers(TArray<class UFortGameplayModifierItemDefinition*>* OutActiveModifiers) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetActiveModifiers");

	Params::FortGameStateZone_GetActiveModifiers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutActiveModifiers != nullptr)
		*OutActiveModifiers = std::move(Parms.OutActiveModifiers);
}


// Function FortniteGame.FortGameStateZone.GetCurrentVoters
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FVoter>                   Voters                                                 (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::GetCurrentVoters(EFortVoteType VoteType, TArray<struct FVoter>* Voters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetCurrentVoters");

	Params::FortGameStateZone_GetCurrentVoters Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Voters != nullptr)
		*Voters = std::move(Parms.Voters);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetFailedVoteLockOutDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetFailedVoteLockOutDuration(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetFailedVoteLockOutDuration");

	Params::FortGameStateZone_GetFailedVoteLockOutDuration Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetGameDifficulty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetGameDifficulty() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetGameDifficulty");

	Params::FortGameStateZone_GetGameDifficulty Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetGameplayVotesForChoice
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   VoteChoice                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FUniqueNetIdRepl>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FUniqueNetIdRepl> AFortGameStateZone::GetGameplayVotesForChoice(EFortVoteType VoteType, int32 VoteChoice) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetGameplayVotesForChoice");

	Params::FortGameStateZone_GetGameplayVotesForChoice Parms{};

	Parms.VoteType = VoteType;
	Parms.VoteChoice = VoteChoice;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetNumAllowedDifficultyIncreases
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateZone::GetNumAllowedDifficultyIncreases() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetNumAllowedDifficultyIncreases");

	Params::FortGameStateZone_GetNumAllowedDifficultyIncreases Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetNumSurvivorsDead
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateZone::GetNumSurvivorsDead() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetNumSurvivorsDead");

	Params::FortGameStateZone_GetNumSurvivorsDead Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetNumSurvivorsRescued
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateZone::GetNumSurvivorsRescued() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetNumSurvivorsRescued");

	Params::FortGameStateZone_GetNumSurvivorsRescued Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetNumSurvivorsSpawned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateZone::GetNumSurvivorsSpawned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetNumSurvivorsSpawned");

	Params::FortGameStateZone_GetNumSurvivorsSpawned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetTimeElapsedSinceBeginVote
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetTimeElapsedSinceBeginVote(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetTimeElapsedSinceBeginVote");

	Params::FortGameStateZone_GetTimeElapsedSinceBeginVote Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetTimeElapsedSinceEndVote
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetTimeElapsedSinceEndVote(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetTimeElapsedSinceEndVote");

	Params::FortGameStateZone_GetTimeElapsedSinceEndVote Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetTimeRemainingToEndFailedVoteLockout
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetTimeRemainingToEndFailedVoteLockout(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetTimeRemainingToEndFailedVoteLockout");

	Params::FortGameStateZone_GetTimeRemainingToEndFailedVoteLockout Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetTimeRemainingToEndVote
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetTimeRemainingToEndVote(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetTimeRemainingToEndVote");

	Params::FortGameStateZone_GetTimeRemainingToEndVote Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetTotalScore
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EStatCategory                           ScoreCategory                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateZone::GetTotalScore(EStatCategory ScoreCategory) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetTotalScore");

	Params::FortGameStateZone_GetTotalScore Parms{};

	Parms.ScoreCategory = ScoreCategory;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetVoteArbitratorType
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortVoteArbitratorType                 ArbitratorType                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::GetVoteArbitratorType(EFortVoteType VoteType, EFortVoteArbitratorType* ArbitratorType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetVoteArbitratorType");

	Params::FortGameStateZone_GetVoteArbitratorType Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ArbitratorType != nullptr)
		*ArbitratorType = Parms.ArbitratorType;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetVoteDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateZone::GetVoteDuration(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetVoteDuration");

	Params::FortGameStateZone_GetVoteDuration Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetVoteEndTime
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDateTime                        VoteEndTime                                            (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::GetVoteEndTime(EFortVoteType VoteType, struct FDateTime* VoteEndTime) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetVoteEndTime");

	Params::FortGameStateZone_GetVoteEndTime Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (VoteEndTime != nullptr)
		*VoteEndTime = std::move(Parms.VoteEndTime);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetVoteInstigator
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 InstigatorNetId                                        (Parm, OutParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::GetVoteInstigator(EFortVoteType VoteType, struct FUniqueNetIdRepl* InstigatorNetId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetVoteInstigator");

	Params::FortGameStateZone_GetVoteInstigator Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (InstigatorNetId != nullptr)
		*InstigatorNetId = std::move(Parms.InstigatorNetId);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.GetVoteStartTime
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDateTime                        VoteStartTime                                          (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::GetVoteStartTime(EFortVoteType VoteType, struct FDateTime* VoteStartTime) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "GetVoteStartTime");

	Params::FortGameStateZone_GetVoteStartTime Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (VoteStartTime != nullptr)
		*VoteStartTime = std::move(Parms.VoteStartTime);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.HasActiveGameplayModifiers
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::HasActiveGameplayModifiers() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "HasActiveGameplayModifiers");

	Params::FortGameStateZone_HasActiveGameplayModifiers Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsAnyGameplayVoteActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsAnyGameplayVoteActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsAnyGameplayVoteActive");

	Params::FortGameStateZone_IsAnyGameplayVoteActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsBuildingAtLayoutRequirementsAllowed
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsBuildingAtLayoutRequirementsAllowed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsBuildingAtLayoutRequirementsAllowed");

	Params::FortGameStateZone_IsBuildingAtLayoutRequirementsAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsBuildingWithoutLayoutRequirementsAllowed
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsBuildingWithoutLayoutRequirementsAllowed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsBuildingWithoutLayoutRequirementsAllowed");

	Params::FortGameStateZone_IsBuildingWithoutLayoutRequirementsAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsDefenderItemDeployed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItem*                        DefenderItem                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerStateZone*             RequestingPlayer                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsDefenderItemDeployed(class UFortItem* DefenderItem, class AFortPlayerStateZone* RequestingPlayer) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsDefenderItemDeployed");

	Params::FortGameStateZone_IsDefenderItemDeployed Parms{};

	Parms.DefenderItem = DefenderItem;
	Parms.RequestingPlayer = RequestingPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsGameplayVoteActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsGameplayVoteActive(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsGameplayVoteActive");

	Params::FortGameStateZone_IsGameplayVoteActive Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsGameplayVoteInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsGameplayVoteInProgress(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsGameplayVoteInProgress");

	Params::FortGameStateZone_IsGameplayVoteInProgress Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsGameplayVoteLocked
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortVoteType                           VoteType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsGameplayVoteLocked(EFortVoteType VoteType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsGameplayVoteLocked");

	Params::FortGameStateZone_IsGameplayVoteLocked Parms{};

	Parms.VoteType = VoteType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.IsRespawningAllowed
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::IsRespawningAllowed(class AFortPlayerState* PlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "IsRespawningAllowed");

	Params::FortGameStateZone_IsRespawningAllowed Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateZone.ShouldDisablePlayerTeleportingDuringMissionResults
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateZone::ShouldDisablePlayerTeleportingDuringMissionResults() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateZone", "ShouldDisablePlayerTeleportingDuringMissionResults");

	Params::FortGameStateZone_ShouldDisablePlayerTeleportingDuringMissionResults Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameProgressComponent.AbortProgress
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameProgressComponent::AbortProgress(class APlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameProgressComponent", "AbortProgress");

	Params::FortMinigameProgressComponent_AbortProgress Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameProgressComponent.FinishProgress
// (Final, Native, Protected)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameProgressComponent::FinishProgress(class APlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameProgressComponent", "FinishProgress");

	Params::FortMinigameProgressComponent_FinishProgress Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameProgressComponent.RevertProgress
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameProgressComponent::RevertProgress(class APlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameProgressComponent", "RevertProgress");

	Params::FortMinigameProgressComponent_RevertProgress Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameProgressComponent.StartProgress
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameProgressComponent::StartProgress(class APlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameProgressComponent", "StartProgress");

	Params::FortMinigameProgressComponent_StartProgress Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameProgressComponent.HasActivationTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMinigameProgressComponent::HasActivationTime() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameProgressComponent", "HasActivationTime");

	Params::FortMinigameProgressComponent_HasActivationTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetItemCollector
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingItemCollectorActor*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ABuildingItemCollectorActor* AFortGameStatePvP::GetItemCollector()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetItemCollector");

	Params::FortGameStatePvP_GetItemCollector Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.OnRep_ItemCollector
// (Final, Native, Public)

void AFortGameStatePvP::OnRep_ItemCollector()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "OnRep_ItemCollector");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.OnRep_MatchLevel
// (Final, Native, Private)

void AFortGameStatePvP::OnRep_MatchLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "OnRep_MatchLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.OnRep_RoundTimeRemaining
// (Native, Protected)

void AFortGameStatePvP::OnRep_RoundTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "OnRep_RoundTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.OnRep_StalemateTimeRemaining
// (Native, Protected)

void AFortGameStatePvP::OnRep_StalemateTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "OnRep_StalemateTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStatePvP::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "SetGameDifficultyRow");

	Params::FortGameStatePvP_SetGameDifficultyRow Parms{};

	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.SetMatchLevel
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   InMatchLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStatePvP::SetMatchLevel(int32 InMatchLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "SetMatchLevel");

	Params::FortGameStatePvP_SetMatchLevel Parms{};

	Parms.InMatchLevel = InMatchLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvP.GetAverageHomebaseRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetAverageHomebaseRating() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetAverageHomebaseRating");

	Params::FortGameStatePvP_GetAverageHomebaseRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetFOBFinalizationTimeRemaining
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetFOBFinalizationTimeRemaining() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetFOBFinalizationTimeRemaining");

	Params::FortGameStatePvP_GetFOBFinalizationTimeRemaining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetMatchLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetMatchLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetMatchLevel");

	Params::FortGameStatePvP_GetMatchLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetRoundTimeAccumulated
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetRoundTimeAccumulated() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetRoundTimeAccumulated");

	Params::FortGameStatePvP_GetRoundTimeAccumulated Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetStartMatchDelayTimer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetStartMatchDelayTimer() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetStartMatchDelayTimer");

	Params::FortGameStatePvP_GetStartMatchDelayTimer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.GetTotalHomebaseRating
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvP::GetTotalHomebaseRating() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "GetTotalHomebaseRating");

	Params::FortGameStatePvP_GetTotalHomebaseRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvP.IsExperimentalCraftingFeatureActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStatePvP::IsExperimentalCraftingFeatureActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvP", "IsExperimentalCraftingFeatureActive");

	Params::FortGameStatePvP_IsExperimentalCraftingFeatureActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.CanChangeGameplayOptions
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::CanChangeGameplayOptions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "CanChangeGameplayOptions");

	Params::FortGameStateAthena_CanChangeGameplayOptions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.CanUseSlowMotionOnVictory
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::CanUseSlowMotionOnVictory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "CanUseSlowMotionOnVictory");

	Params::FortGameStateAthena_CanUseSlowMotionOnVictory Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetCurrentPlaylistName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortGameStateAthena::GetCurrentPlaylistName()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetCurrentPlaylistName");

	Params::FortGameStateAthena_GetCurrentPlaylistName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetMutatorByClass
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AActor*                           ContextActor                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AFortGameplayMutator> MutatorClass                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortGameplayMutator*             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortGameplayMutator* AFortGameStateAthena::GetMutatorByClass(const class AActor* ContextActor, TSubclassOf<class AFortGameplayMutator> MutatorClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetMutatorByClass");

	Params::FortGameStateAthena_GetMutatorByClass Parms{};

	Parms.ContextActor = ContextActor;
	Parms.MutatorClass = MutatorClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.IsPlayerTriggeredRespawnAllowed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::IsPlayerTriggeredRespawnAllowed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "IsPlayerTriggeredRespawnAllowed");

	Params::FortGameStateAthena_IsPlayerTriggeredRespawnAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortGameStateAthena.OnCurrentPlaylistLoaded__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasOutParams)
// Parameters:
// class FName                             PlaylistName                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            PlaylistContextTags                                    (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameStateAthena::OnCurrentPlaylistLoaded__DelegateSignature(class FName PlaylistName, const struct FGameplayTagContainer& PlaylistContextTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnCurrentPlaylistLoaded__DelegateSignature");

	Params::FortGameStateAthena_OnCurrentPlaylistLoaded__DelegateSignature Parms{};

	Parms.PlaylistName = PlaylistName;
	Parms.PlaylistContextTags = std::move(PlaylistContextTags);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortGameStateAthena.OnRep_Aircraft
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_Aircraft()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_Aircraft");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_bPlaylistStoppedSafeZonePhases
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_bPlaylistStoppedSafeZonePhases()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_bPlaylistStoppedSafeZonePhases");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_CurrentHighScore
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_CurrentHighScore()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_CurrentHighScore");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistId
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_CurrentPlaylistId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_CurrentPlaylistId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_CurrentPlaylistInfo
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_CurrentPlaylistInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_CurrentPlaylistInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_DamageForStormCapMarking
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_DamageForStormCapMarking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_DamageForStormCapMarking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_GamePhase
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        OldGamePhase                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::OnRep_GamePhase(EAthenaGamePhase OldGamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_GamePhase");

	Params::FortGameStateAthena_OnRep_GamePhase Parms{};

	Parms.OldGamePhase = OldGamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_MeshNetworkStatus
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_MeshNetworkStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_MeshNetworkStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_MutatorEventData
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_MutatorEventData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_MutatorEventData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_MutatorGenericInt_0
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_MutatorGenericInt_0()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_MutatorGenericInt_0");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_MutatorGenericInt_1
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_MutatorGenericInt_1()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_MutatorGenericInt_1");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_MutatorGenericInt_2
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_MutatorGenericInt_2()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_MutatorGenericInt_2");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_PlayersLeft
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_PlayersLeft()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_PlayersLeft");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_PlaylistTimeRemaining
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_PlaylistTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_PlaylistTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_SafeZonePhase
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_SafeZonePhase()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_SafeZonePhase");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_ServerChangelistNumber
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_ServerChangelistNumber()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_ServerChangelistNumber");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_StormCapState
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_StormCapState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_StormCapState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_SupplyDropWaveStartedSoundCue
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_SupplyDropWaveStartedSoundCue()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_SupplyDropWaveStartedSoundCue");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_TeamsLeft
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_TeamsLeft()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_TeamsLeft");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_UtcTimeStartedMatch
// (Final, Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// struct FDateTime                        OldUtcTimeStartedMatch                                 (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::OnRep_UtcTimeStartedMatch(const struct FDateTime& OldUtcTimeStartedMatch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_UtcTimeStartedMatch");

	Params::FortGameStateAthena_OnRep_UtcTimeStartedMatch Parms{};

	Parms.OldUtcTimeStartedMatch = std::move(OldUtcTimeStartedMatch);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_VolumeManager
// (Final, Native, Protected)

void AFortGameStateAthena::OnRep_VolumeManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_VolumeManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_WinningPlayerList
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_WinningPlayerList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_WinningPlayerList");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_WinningPlayerState
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_WinningPlayerState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_WinningPlayerState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_WinningScore
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_WinningScore()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_WinningScore");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnRep_WinningTeam
// (Final, Native, Public)

void AFortGameStateAthena::OnRep_WinningTeam()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnRep_WinningTeam");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.OnWinnerAnnounced
// (Event, Public, BlueprintEvent)

void AFortGameStateAthena::OnWinnerAnnounced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "OnWinnerAnnounced");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortGameStateAthena.RunPerfMemCheatScript_Client_Replicated
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// bool                                    bStartStatFiles                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::RunPerfMemCheatScript_Client_Replicated(bool bStartStatFiles)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "RunPerfMemCheatScript_Client_Replicated");

	Params::FortGameStateAthena_RunPerfMemCheatScript_Client_Replicated Parms{};

	Parms.bStartStatFiles = bStartStatFiles;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.SetFloatingIslandInformation
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          WorldPosition                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bActivated                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::SetFloatingIslandInformation(const struct FVector& WorldPosition, bool bActivated)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "SetFloatingIslandInformation");

	Params::FortGameStateAthena_SetFloatingIslandInformation Parms{};

	Parms.WorldPosition = std::move(WorldPosition);
	Parms.bActivated = bActivated;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.SetLocationColor
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     LocationTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     Color                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::SetLocationColor(const struct FGameplayTag& LocationTag, const struct FLinearColor& Color)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "SetLocationColor");

	Params::FortGameStateAthena_SetLocationColor Parms{};

	Parms.LocationTag = std::move(LocationTag);
	Parms.Color = std::move(Color);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.SetLocationFont
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     LocationTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FSlateFontInfo                   Font                                                   (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::SetLocationFont(const struct FGameplayTag& LocationTag, const struct FSlateFontInfo& Font)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "SetLocationFont");

	Params::FortGameStateAthena_SetLocationFont Parms{};

	Parms.LocationTag = std::move(LocationTag);
	Parms.Font = std::move(Font);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.SetLocationPosition2D
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     LocationTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector2D                        Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateAthena::SetLocationPosition2D(const struct FGameplayTag& LocationTag, const struct FVector2D& Location)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "SetLocationPosition2D");

	Params::FortGameStateAthena_SetLocationPosition2D Parms{};

	Parms.LocationTag = std::move(LocationTag);
	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.SetLocationText
// (Final, BlueprintCosmetic, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     LocationTag                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Text                                                   (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortGameStateAthena::SetLocationText(const struct FGameplayTag& LocationTag, const class FText& Text)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "SetLocationText");

	Params::FortGameStateAthena_SetLocationText Parms{};

	Parms.LocationTag = std::move(LocationTag);
	Parms.Text = std::move(Text);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateAthena.CanRespawnOnStarterIsland
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::CanRespawnOnStarterIsland() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "CanRespawnOnStarterIsland");

	Params::FortGameStateAthena_CanRespawnOnStarterIsland Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetAerialPhase
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerAthena*      PlayerController                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EAthenaAerialPhase                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EAthenaAerialPhase AFortGameStateAthena::GetAerialPhase(class AFortPlayerControllerAthena* PlayerController) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetAerialPhase");

	Params::FortGameStateAthena_GetAerialPhase Parms{};

	Parms.PlayerController = PlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetAircraft
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   AircraftIndex                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAthenaAircraft*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAthenaAircraft* AFortGameStateAthena::GetAircraft(int32 AircraftIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetAircraft");

	Params::FortGameStateAthena_GetAircraft Parms{};

	Parms.AircraftIndex = AircraftIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetAthenaPlaylistContextTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagContainer AFortGameStateAthena::GetAthenaPlaylistContextTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetAthenaPlaylistContextTags");

	Params::FortGameStateAthena_GetAthenaPlaylistContextTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetBattleBusForPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerControllerAthena*      PC                                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAthenaBattleBusItemDefinition*   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaBattleBusItemDefinition* AFortGameStateAthena::GetBattleBusForPlayer(class AFortPlayerControllerAthena* PC) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetBattleBusForPlayer");

	Params::FortGameStateAthena_GetBattleBusForPlayer Parms{};

	Parms.PC = PC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetPlaylistTeams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<uint8>                           OutTeams                                               (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::GetPlaylistTeams(TArray<uint8>* OutTeams) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetPlaylistTeams");

	Params::FortGameStateAthena_GetPlaylistTeams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTeams != nullptr)
		*OutTeams = std::move(Parms.OutTeams);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.GetSafeZoneIndicator
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortSafeZoneIndicator*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortSafeZoneIndicator* AFortGameStateAthena::GetSafeZoneIndicator() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "GetSafeZoneIndicator");

	Params::FortGameStateAthena_GetSafeZoneIndicator Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.IsCreativeModePlaylist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::IsCreativeModePlaylist() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "IsCreativeModePlaylist");

	Params::FortGameStateAthena_IsCreativeModePlaylist Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.IsPlaygroundModePlaylist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::IsPlaygroundModePlaylist() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "IsPlaygroundModePlaylist");

	Params::FortGameStateAthena_IsPlaygroundModePlaylist Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateAthena.IsTeamSwitchAllowed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APawn*                            SwitchingPawn                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateAthena::IsTeamSwitchAllowed(const class APawn* SwitchingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateAthena", "IsTeamSwitchAllowed");

	Params::FortGameStateAthena_IsTeamSwitchAllowed Parms{};

	Parms.SwitchingPawn = SwitchingPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateBoss.AllPlayersDied
// (Final, Native, Public, BlueprintCallable)

void AFortGameStateBoss::AllPlayersDied()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBoss", "AllPlayersDied");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateBoss.BossKilled
// (Final, Native, Public, BlueprintCallable)

void AFortGameStateBoss::BossKilled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBoss", "BossKilled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateBoss.BossSpawned
// (Final, Native, Public, BlueprintCallable)

void AFortGameStateBoss::BossSpawned()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateBoss", "BossSpawned");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateDeployableBase.OnRep_DeployableBaseManager
// (Native, Protected)

void AFortGameStateDeployableBase::OnRep_DeployableBaseManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "OnRep_DeployableBaseManager");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateDeployableBase.SetGameDifficultyExplicitly
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InGameDifficulty                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateDeployableBase::SetGameDifficultyExplicitly(const float InGameDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "SetGameDifficultyExplicitly");

	Params::FortGameStateDeployableBase_SetGameDifficultyExplicitly Parms{};

	Parms.InGameDifficulty = InGameDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateDeployableBase.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateDeployableBase::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "SetGameDifficultyRow");

	Params::FortGameStateDeployableBase_SetGameDifficultyRow Parms{};

	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateDeployableBase.GetDeployableBaseUseType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EDeployableBaseUseType                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EDeployableBaseUseType AFortGameStateDeployableBase::GetDeployableBaseUseType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "GetDeployableBaseUseType");

	Params::FortGameStateDeployableBase_GetDeployableBaseUseType Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateDeployableBase.GetStormShieldBreatherRadiusOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateDeployableBase::GetStormShieldBreatherRadiusOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "GetStormShieldBreatherRadiusOverride");

	Params::FortGameStateDeployableBase_GetStormShieldBreatherRadiusOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateDeployableBase.GetStormShieldEndingRadiusOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateDeployableBase::GetStormShieldEndingRadiusOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "GetStormShieldEndingRadiusOverride");

	Params::FortGameStateDeployableBase_GetStormShieldEndingRadiusOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateDeployableBase.GetStormShieldStartingRadiusOverride
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortGameStateDeployableBase::GetStormShieldStartingRadiusOverride() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "GetStormShieldStartingRadiusOverride");

	Params::FortGameStateDeployableBase_GetStormShieldStartingRadiusOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateDeployableBase.ShouldRespawnAtLastPawnLocation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateDeployableBase::ShouldRespawnAtLastPawnLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "ShouldRespawnAtLastPawnLocation");

	Params::FortGameStateDeployableBase_ShouldRespawnAtLastPawnLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateDeployableBase.ShouldUseStormShield
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortGameStateDeployableBase::ShouldUseStormShield() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateDeployableBase", "ShouldUseStormShield");

	Params::FortGameStateDeployableBase_ShouldUseStormShield Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateEndless.GetWaveNumber
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStateEndless::GetWaveNumber()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateEndless", "GetWaveNumber");

	Params::FortGameStateEndless_GetWaveNumber Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateEndless.SetWaveNumber
// (Final, Native, Private, BlueprintCallable)
// Parameters:
// int32                                   NewWaveNumber                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateEndless::SetWaveNumber(int32 NewWaveNumber)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateEndless", "SetWaveNumber");

	Params::FortGameStateEndless_SetWaveNumber Parms{};

	Parms.NewWaveNumber = NewWaveNumber;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateFOB.SetGameDifficultyExplicitly
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InGameDifficulty                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortGameStateFOB::SetGameDifficultyExplicitly(const float InGameDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateFOB", "SetGameDifficultyExplicitly");

	Params::FortGameStateFOB_SetGameDifficultyExplicitly Parms{};

	Parms.InGameDifficulty = InGameDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateFOB.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateFOB::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateFOB", "SetGameDifficultyRow");

	Params::FortGameStateFOB_SetGameDifficultyRow Parms{};

	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateKeep.OnRep_PermaniteBoundariesInfo
// (Final, Native, Public)

void AFortGameStateKeep::OnRep_PermaniteBoundariesInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateKeep", "OnRep_PermaniteBoundariesInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMarkActor.OnRep_AttachedToActor
// (Final, Native, Public)

void AFortMarkActor::OnRep_AttachedToActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMarkActor", "OnRep_AttachedToActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStateOutpost.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateOutpost::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateOutpost", "SetGameDifficultyRow");

	Params::FortGameStateOutpost_SetGameDifficultyRow Parms{};

	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameStatePvPBaseDestruction.GetExperienceRequiredForTeamLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   TeamLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvPBaseDestruction::GetExperienceRequiredForTeamLevel(int32 TeamLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetExperienceRequiredForTeamLevel");

	Params::FortGameStatePvPBaseDestruction_GetExperienceRequiredForTeamLevel Parms{};

	Parms.TeamLevel = TeamLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamExperience
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvPBaseDestruction::GetMaxTeamExperience() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamExperience");

	Params::FortGameStatePvPBaseDestruction_GetMaxTeamExperience Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvPBaseDestruction.GetMaxTeamLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvPBaseDestruction::GetMaxTeamLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetMaxTeamLevel");

	Params::FortGameStatePvPBaseDestruction_GetMaxTeamLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStatePvPBaseDestruction.GetTeamLevelForExperienceAmount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Experience                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortGameStatePvPBaseDestruction::GetTeamLevelForExperienceAmount(int32 Experience) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStatePvPBaseDestruction", "GetTeamLevelForExperienceAmount");

	Params::FortGameStatePvPBaseDestruction_GetTeamLevelForExperienceAmount Parms{};

	Parms.Experience = Experience;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameStateSurvival.SetGameDifficultyRow
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              GameDifficultyInfo                                     (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortGameStateSurvival::SetGameDifficultyRow(const struct FDataTableRowHandle& GameDifficultyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameStateSurvival", "SetGameDifficultyRow");

	Params::FortGameStateSurvival_SetGameDifficultyRow Parms{};

	Parms.GameDifficultyInfo = std::move(GameDifficultyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUIExtenderAthena.CanShowGoToBossCommand
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameUIExtenderAthena::CanShowGoToBossCommand()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUIExtenderAthena", "CanShowGoToBossCommand");

	Params::FortGameUIExtenderAthena_CanShowGoToBossCommand Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameUIExtenderAthena.GoToBossCommand
// (Native, Public, BlueprintCallable)

void UFortGameUIExtenderAthena::GoToBossCommand()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUIExtenderAthena", "GoToBossCommand");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.IsVideoPlaybackAllowed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameUserSettings::IsVideoPlaybackAllowed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "IsVideoPlaybackAllowed");

	Params::FortGameUserSettings_IsVideoPlaybackAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameUserSettings.ResetScalabilityModes
// (Final, Native, Public, BlueprintCallable)

void UFortGameUserSettings::ResetScalabilityModes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "ResetScalabilityModes");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.ResetToDefaultDeviceScalability
// (Final, Native, Public, BlueprintCallable)

void UFortGameUserSettings::ResetToDefaultDeviceScalability()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "ResetToDefaultDeviceScalability");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.SetHasSeenPanningTip
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHasSeenIt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameUserSettings::SetHasSeenPanningTip(bool bHasSeenIt)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "SetHasSeenPanningTip");

	Params::FortGameUserSettings_SetHasSeenPanningTip Parms{};

	Parms.bHasSeenIt = bHasSeenIt;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.SetHasSeenTapToShoot
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHasSeenIt                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameUserSettings::SetHasSeenTapToShoot(bool bHasSeenIt)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "SetHasSeenTapToShoot");

	Params::FortGameUserSettings_SetHasSeenTapToShoot Parms{};

	Parms.bHasSeenIt = bHasSeenIt;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.SetMobileFPSMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortMobileFPSMode                      Mode                                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameUserSettings::SetMobileFPSMode(const EFortMobileFPSMode Mode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "SetMobileFPSMode");

	Params::FortGameUserSettings_SetMobileFPSMode Parms{};

	Parms.Mode = Mode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.ToggleScalabilityMode
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortScalabilityMode                    Mode                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceApply                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGameUserSettings::ToggleScalabilityMode(EFortScalabilityMode Mode, bool bEnabled, bool bForceApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "ToggleScalabilityMode");

	Params::FortGameUserSettings_ToggleScalabilityMode Parms{};

	Parms.Mode = Mode;
	Parms.bEnabled = bEnabled;
	Parms.bForceApply = bForceApply;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGameUserSettings.GetFireModeData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FFireModeData              ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

const struct FFireModeData UFortGameUserSettings::GetFireModeData() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "GetFireModeData");

	Params::FortGameUserSettings_GetFireModeData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameUserSettings.GetHasSeenPanningTip
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameUserSettings::GetHasSeenPanningTip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "GetHasSeenPanningTip");

	Params::FortGameUserSettings_GetHasSeenPanningTip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGameUserSettings.GetHasSeenTapToShoot
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGameUserSettings::GetHasSeenTapToShoot() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGameUserSettings", "GetHasSeenTapToShoot");

	Params::FortGameUserSettings_GetHasSeenTapToShoot Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.FilterUserMessageForProfanity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ControllerId                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess, const class FString& SanitizedMsg)>OnTextFiltered                                         (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void UFortGiftBoxItem::FilterUserMessageForProfanity(int32 ControllerId, TDelegate<void(bool bSuccess, const class FString& SanitizedMsg)> OnTextFiltered)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "FilterUserMessageForProfanity");

	Params::FortGiftBoxItem_FilterUserMessageForProfanity Parms{};

	Parms.ControllerId = ControllerId;
	Parms.OnTextFiltered = OnTextFiltered;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGiftBoxItem.FormatTextUsingParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             FormatString                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortGiftBoxItem::FormatTextUsingParams(const class FText& FormatString) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "FormatTextUsingParams");

	Params::FortGiftBoxItem_FormatTextUsingParams Parms{};

	Parms.FormatString = std::move(FormatString);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.GetGiftBoxDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortGiftBoxItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGiftBoxItemDefinition* UFortGiftBoxItem::GetGiftBoxDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "GetGiftBoxDefinition");

	Params::FortGiftBoxItem_GetGiftBoxDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.HasAccountID
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGiftBoxItem::HasAccountID() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "HasAccountID");

	Params::FortGiftBoxItem_HasAccountID Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.HasParam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ParamName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGiftBoxItem::HasParam(const class FString& ParamName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "HasParam");

	Params::FortGiftBoxItem_HasParam Parms{};

	Parms.ParamName = std::move(ParamName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.IsVisibleIn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ESubGame                                SubGame                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGiftBoxItem::IsVisibleIn(const ESubGame SubGame) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "IsVisibleIn");

	Params::FortGiftBoxItem_IsVisibleIn Parms{};

	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.RetrieveItemDefintionFromParam
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ParamName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* UFortGiftBoxItem::RetrieveItemDefintionFromParam(const class FString& ParamName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "RetrieveItemDefintionFromParam");

	Params::FortGiftBoxItem_RetrieveItemDefintionFromParam Parms{};

	Parms.ParamName = std::move(ParamName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.TryGetParamInt
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ParamName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutValue                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGiftBoxItem::TryGetParamInt(const class FString& ParamName, int32* OutValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "TryGetParamInt");

	Params::FortGiftBoxItem_TryGetParamInt Parms{};

	Parms.ParamName = std::move(ParamName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutValue != nullptr)
		*OutValue = Parms.OutValue;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGiftBoxItem.TryGetParamString
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ParamName                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           OutValue                                               (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGiftBoxItem::TryGetParamString(const class FString& ParamName, class FString* OutValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortGiftBoxItem", "TryGetParamString");

	Params::FortGiftBoxItem_TryGetParamString Parms{};

	Parms.ParamName = std::move(ParamName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutValue != nullptr)
		*OutValue = std::move(Parms.OutValue);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSafeZoneIndicator.GetSafeZoneShrinkSpeed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortSafeZoneIndicator::GetSafeZoneShrinkSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetSafeZoneShrinkSpeed");

	Params::FortSafeZoneIndicator_GetSafeZoneShrinkSpeed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSafeZoneIndicator.MegaStormMinTimerExpired
// (Final, Native, Public)

void AFortSafeZoneIndicator::MegaStormMinTimerExpired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "MegaStormMinTimerExpired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSafeZoneIndicator.OnBeginStartingStateEffects
// (Final, Native, Public)

void AFortSafeZoneIndicator::OnBeginStartingStateEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "OnBeginStartingStateEffects");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSafeZoneIndicator.OnBeginStartingStateEffectsEvent
// (Event, Public, BlueprintEvent)

void AFortSafeZoneIndicator::OnBeginStartingStateEffectsEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "OnBeginStartingStateEffectsEvent");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSafeZoneIndicator.OnRep_NumActiveMegaStormCircles
// (Final, Native, Public)
// Parameters:
// int32                                   PrevNumActiveMegaStormCircles                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSafeZoneIndicator::OnRep_NumActiveMegaStormCircles(int32 PrevNumActiveMegaStormCircles)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "OnRep_NumActiveMegaStormCircles");

	Params::FortSafeZoneIndicator_OnRep_NumActiveMegaStormCircles Parms{};

	Parms.PrevNumActiveMegaStormCircles = PrevNumActiveMegaStormCircles;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSafeZoneIndicator.OnSafeZoneStateChange
// (Event, Public, BlueprintEvent)
// Parameters:
// EFortSafeZoneState                      NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bInitial                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSafeZoneIndicator::OnSafeZoneStateChange(EFortSafeZoneState NewState, bool bInitial)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "OnSafeZoneStateChange");

	Params::FortSafeZoneIndicator_OnSafeZoneStateChange Parms{};

	Parms.NewState = NewState;
	Parms.bInitial = bInitial;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortSafeZoneIndicator.SetSafeZoneRadiusAndCenter
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// float                                   InRadius                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          InLocation                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSafeZoneIndicator::SetSafeZoneRadiusAndCenter(float InRadius, const struct FVector& InLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "SetSafeZoneRadiusAndCenter");

	Params::FortSafeZoneIndicator_SetSafeZoneRadiusAndCenter Parms{};

	Parms.InRadius = InRadius;
	Parms.InLocation = std::move(InLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSafeZoneIndicator.GetClockTickingAudioCurveValues
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumeModValue                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchModValue                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSafeZoneIndicator::GetClockTickingAudioCurveValues(float Time, float* VolumeModValue, float* PitchModValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetClockTickingAudioCurveValues");

	Params::FortSafeZoneIndicator_GetClockTickingAudioCurveValues Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (VolumeModValue != nullptr)
		*VolumeModValue = Parms.VolumeModValue;

	if (PitchModValue != nullptr)
		*PitchModValue = Parms.PitchModValue;
}


// Function FortniteGame.FortSafeZoneIndicator.GetMovementAudioCurveValues
// (Final, Native, Protected, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CrossfadeValue                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PitchModValue                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSafeZoneIndicator::GetMovementAudioCurveValues(float Time, float* CrossfadeValue, float* PitchModValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetMovementAudioCurveValues");

	Params::FortSafeZoneIndicator_GetMovementAudioCurveValues Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (CrossfadeValue != nullptr)
		*CrossfadeValue = Parms.CrossfadeValue;

	if (PitchModValue != nullptr)
		*PitchModValue = Parms.PitchModValue;
}


// Function FortniteGame.FortSafeZoneIndicator.GetSafeZoneCenter
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortSafeZoneIndicator::GetSafeZoneCenter() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetSafeZoneCenter");

	Params::FortSafeZoneIndicator_GetSafeZoneCenter Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSafeZoneIndicator.GetSafeZoneRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortSafeZoneIndicator::GetSafeZoneRadius() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetSafeZoneRadius");

	Params::FortSafeZoneIndicator_GetSafeZoneRadius Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSafeZoneIndicator.GetTimeSinceSafeZonesStart
// (Final, Native, Protected, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortSafeZoneIndicator::GetTimeSinceSafeZonesStart() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSafeZoneIndicator", "GetTimeSinceSafeZonesStart");

	Params::FortSafeZoneIndicator_GetTimeSinceSafeZonesStart Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.AllowContainersInCreativeItemLists
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::AllowContainersInCreativeItemLists()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "AllowContainersInCreativeItemLists");

	Params::FortGlobals_AllowContainersInCreativeItemLists Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.AreFriendCodesEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::AreFriendCodesEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "AreFriendCodesEnabled");

	Params::FortGlobals_AreFriendCodesEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetAccountLinkingUIConfig
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortAccountLinkingUIConfig             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortAccountLinkingUIConfig UFortGlobals::GetAccountLinkingUIConfig()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetAccountLinkingUIConfig");

	Params::FortGlobals_GetAccountLinkingUIConfig Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetAccountLinkingUIURL
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortGlobals::GetAccountLinkingUIURL()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetAccountLinkingUIURL");

	Params::FortGlobals_GetAccountLinkingUIURL Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetCurrentSubGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESubGame                                ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ESubGame UFortGlobals::GetCurrentSubGame(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetCurrentSubGame");

	Params::FortGlobals_GetCurrentSubGame Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetMaxTheaterListRefreshDelay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortGlobals::GetMaxTheaterListRefreshDelay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetMaxTheaterListRefreshDelay");

	Params::FortGlobals_GetMaxTheaterListRefreshDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetMinTheaterListRefreshDelay
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortGlobals::GetMinTheaterListRefreshDelay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetMinTheaterListRefreshDelay");

	Params::FortGlobals_GetMinTheaterListRefreshDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.GetOnDemandChunksInstallState
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EChunkInstallState                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EChunkInstallState UFortGlobals::GetOnDemandChunksInstallState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "GetOnDemandChunksInstallState");

	Params::FortGlobals_GetOnDemandChunksInstallState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.InstallAllOnDemandChunks
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::InstallAllOnDemandChunks()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "InstallAllOnDemandChunks");

	Params::FortGlobals_InstallAllOnDemandChunks Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsAccountLinkingEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsAccountLinkingEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsAccountLinkingEnabled");

	Params::FortGlobals_IsAccountLinkingEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsAccountLinkingUIURLButtonEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsAccountLinkingUIURLButtonEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsAccountLinkingUIURLButtonEnabled");

	Params::FortGlobals_IsAccountLinkingUIURLButtonEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsAllContentInstalled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsAllContentInstalled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsAllContentInstalled");

	Params::FortGlobals_IsAllContentInstalled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsBROnly
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsBROnly()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsBROnly");

	Params::FortGlobals_IsBROnly Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsDisplayingTwitchViewerNamesAllowed
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsDisplayingTwitchViewerNamesAllowed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsDisplayingTwitchViewerNamesAllowed");

	Params::FortGlobals_IsDisplayingTwitchViewerNamesAllowed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsErebus
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsErebus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsErebus");

	Params::FortGlobals_IsErebus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsErebusWithVoice
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsErebusWithVoice()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsErebusWithVoice");

	Params::FortGlobals_IsErebusWithVoice Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsFirstShotAccuracyDisabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsFirstShotAccuracyDisabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsFirstShotAccuracyDisabled");

	Params::FortGlobals_IsFirstShotAccuracyDisabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsFrontendCraftingEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsFrontendCraftingEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsFrontendCraftingEnabled");

	Params::FortGlobals_IsFrontendCraftingEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsFrontendStorageEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsFrontendStorageEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsFrontendStorageEnabled");

	Params::FortGlobals_IsFrontendStorageEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsHeroLoadoutSystemEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsHeroLoadoutSystemEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsHeroLoadoutSystemEnabled");

	Params::FortGlobals_IsHeroLoadoutSystemEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsInAthena
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsInAthena(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsInAthena");

	Params::FortGlobals_IsInAthena Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsInSubGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESubGame                                SubGame                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsInSubGame(const class UObject* WorldContextObject, const ESubGame SubGame)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsInSubGame");

	Params::FortGlobals_IsInSubGame Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsMobileGame
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsMobileGame(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsMobileGame");

	Params::FortGlobals_IsMobileGame Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsNewRewardFlowEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsNewRewardFlowEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsNewRewardFlowEnabled");

	Params::FortGlobals_IsNewRewardFlowEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsTencentBuild
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsTencentBuild()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsTencentBuild");

	Params::FortGlobals_IsTencentBuild Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsTouchInputPlatform
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsTouchInputPlatform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsTouchInputPlatform");

	Params::FortGlobals_IsTouchInputPlatform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsTwitchEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsTwitchEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsTwitchEnabled");

	Params::FortGlobals_IsTwitchEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsUsingTouch
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsUsingTouch(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsUsingTouch");

	Params::FortGlobals_IsUsingTouch Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.IsWIFEEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::IsWIFEEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "IsWIFEEnabled");

	Params::FortGlobals_IsWIFEEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.SetCurrentSubGame
// (Final, Native, Static, Public)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ESubGame                                SubGame                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortGlobals::SetCurrentSubGame(const class UObject* WorldContextObject, const ESubGame SubGame)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "SetCurrentSubGame");

	Params::FortGlobals_SetCurrentSubGame Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.SubGame = SubGame;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortGlobals.ShouldDisableParticleEffectsDuringMissionResults
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldDisableParticleEffectsDuringMissionResults()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldDisableParticleEffectsDuringMissionResults");

	Params::FortGlobals_ShouldDisableParticleEffectsDuringMissionResults Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.ShouldDisablePlayerTeleportDuringMissionResults
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldDisablePlayerTeleportDuringMissionResults()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldDisablePlayerTeleportDuringMissionResults");

	Params::FortGlobals_ShouldDisablePlayerTeleportDuringMissionResults Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.ShouldFlushGPUWhenPlayerIsTeleportedAtEndOfZone
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldFlushGPUWhenPlayerIsTeleportedAtEndOfZone()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldFlushGPUWhenPlayerIsTeleportedAtEndOfZone");

	Params::FortGlobals_ShouldFlushGPUWhenPlayerIsTeleportedAtEndOfZone Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.ShouldShowMissionResultsMovies
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldShowMissionResultsMovies()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldShowMissionResultsMovies");

	Params::FortGlobals_ShouldShowMissionResultsMovies Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.ShouldShowSkillTreeMovies
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldShowSkillTreeMovies()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldShowSkillTreeMovies");

	Params::FortGlobals_ShouldShowSkillTreeMovies Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.ShouldStreamOutTextureDataWhenPlayerIsTeleportedAtEndOfZone
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::ShouldStreamOutTextureDataWhenPlayerIsTeleportedAtEndOfZone()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "ShouldStreamOutTextureDataWhenPlayerIsTeleportedAtEndOfZone");

	Params::FortGlobals_ShouldStreamOutTextureDataWhenPlayerIsTeleportedAtEndOfZone Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortGlobals.UninstallAllOnDemandChunks
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortGlobals::UninstallAllOnDemandChunks()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortGlobals", "UninstallAllOnDemandChunks");

	Params::FortGlobals_UninstallAllOnDemandChunks Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthBarComponent.OnRep_DisplayText
// (Final, Native, Protected)

void UFortHealthBarComponent::OnRep_DisplayText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "OnRep_DisplayText");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthBarComponent.OnRep_IsVisible
// (Final, Native, Protected)

void UFortHealthBarComponent::OnRep_IsVisible()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "OnRep_IsVisible");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthBarComponent.SetHealthBarDisplayText
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             NewDisplayText                                         (Parm, NativeAccessSpecifierPublic)

void UFortHealthBarComponent::SetHealthBarDisplayText(const class FText& NewDisplayText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarDisplayText");

	Params::FortHealthBarComponent_SetHealthBarDisplayText Parms{};

	Parms.NewDisplayText = std::move(NewDisplayText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthBarComponent.SetHealthBarVisibility
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewVisibleState                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortHealthBarComponent::SetHealthBarVisibility(bool bNewVisibleState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarVisibility");

	Params::FortHealthBarComponent_SetHealthBarVisibility Parms{};

	Parms.bNewVisibleState = bNewVisibleState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthBarComponent.SetHealthBarWidgetVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bIsVisible                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortHealthBarComponent::SetHealthBarWidgetVisibility(bool bIsVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "SetHealthBarWidgetVisibility");

	Params::FortHealthBarComponent_SetHealthBarWidgetVisibility Parms{};

	Parms.bIsVisible = bIsVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthBarComponent.GetHealthBarDisplayText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortHealthBarComponent::GetHealthBarDisplayText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthBarComponent", "GetHealthBarDisplayText");

	Params::FortHealthBarComponent_GetHealthBarDisplayText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.LevelDuplicatable.PostFinishDuplication
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UObject*                          SourceObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ILevelDuplicatable::PostFinishDuplication(class UObject* SourceObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelDuplicatable", "PostFinishDuplication");

	Params::LevelDuplicatable_PostFinishDuplication Parms{};

	Parms.SourceObject = SourceObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHelpItem.GetItemWithID
// (Native, Public, BlueprintCallable)
// Parameters:
// class FName                             _ItemID                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortHelpItem*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHelpItem* UFortHelpItem::GetItemWithID(const class FName _ItemID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHelpItem", "GetItemWithID");

	Params::FortHelpItem_GetItemWithID Parms{};

	Parms._ItemID = _ItemID;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHelpItem.GetSubItems
// (Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UFortHelpItem*>            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UFortHelpItem*> UFortHelpItem::GetSubItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHelpItem", "GetSubItems");

	Params::FortHelpItem_GetSubItems Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSkyDiveContrailPreviewActor.PreviewContrail
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaSkyDiveContrailItemDefinition*Contrail                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSkyDiveContrailPreviewActor::PreviewContrail(const class UAthenaSkyDiveContrailItemDefinition* Contrail)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSkyDiveContrailPreviewActor", "PreviewContrail");

	Params::FortSkyDiveContrailPreviewActor_PreviewContrail Parms{};

	Parms.Contrail = Contrail;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortHero.GetHeroTypeBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHeroType*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHeroType* UFortHero::GetHeroTypeBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHero", "GetHeroTypeBP");

	Params::FortHero_GetHeroTypeBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHero.GetUnclampedLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortHero::GetUnclampedLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHero", "GetUnclampedLevel");

	Params::FortHero_GetUnclampedLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHero.IsLevelClamped
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortHero::IsLevelClamped() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHero", "IsLevelClamped");

	Params::FortHero_IsLevelClamped Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetStaticSetBonusData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FGameplayTag                     InSetBonusTag                                          (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FWorkerSetBonusData              OutSetBonusData                                        (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FFortMultiSizeBrush              OutBrush                                               (Parm, OutParm, NativeAccessSpecifierPublic)

void UHomeBaseContext::GetStaticSetBonusData(const struct FGameplayTag& InSetBonusTag, struct FWorkerSetBonusData* OutSetBonusData, struct FFortMultiSizeBrush* OutBrush)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("HomeBaseContext", "GetStaticSetBonusData");

	Params::HomeBaseContext_GetStaticSetBonusData Parms{};

	Parms.InSetBonusTag = std::move(InSetBonusTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSetBonusData != nullptr)
		*OutSetBonusData = std::move(Parms.OutSetBonusData);

	if (OutBrush != nullptr)
		*OutBrush = std::move(Parms.OutBrush);
}


// Function FortniteGame.HomeBaseContext.BroadcastSquadSlotMarkedAsSeen
// (Final, Native, Public, BlueprintCallable)

void UHomeBaseContext::BroadcastSquadSlotMarkedAsSeen()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "BroadcastSquadSlotMarkedAsSeen");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.HomeBaseContext.ClearHeroLoadout
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortCampaignHeroLoadoutItem*     HeroLoadout                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UHomeBaseContext::ClearHeroLoadout(class UFortCampaignHeroLoadoutItem* HeroLoadout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "ClearHeroLoadout");

	Params::HomeBaseContext_ClearHeroLoadout Parms{};

	Parms.HeroLoadout = HeroLoadout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.HomeBaseContext.GetAllResourceCollectorRewardEstimates
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<struct FFortItemQuantityPair>    OutEstimates                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UHomeBaseContext::GetAllResourceCollectorRewardEstimates(TArray<struct FFortItemQuantityPair>* OutEstimates)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetAllResourceCollectorRewardEstimates");

	Params::HomeBaseContext_GetAllResourceCollectorRewardEstimates Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutEstimates != nullptr)
		*OutEstimates = std::move(Parms.OutEstimates);
}


// Function FortniteGame.HomeBaseContext.GetNumAccountLimitedItems
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UHomeBaseContext::GetNumAccountLimitedItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetNumAccountLimitedItems");

	Params::HomeBaseContext_GetNumAccountLimitedItems Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetResourceCollectorRateInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortCollectedResourceItem*       CollectorType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RatePerSecond                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxCapacity                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UHomeBaseContext::GetResourceCollectorRateInfo(class UFortCollectedResourceItem* CollectorType, float* RatePerSecond, int32* MaxCapacity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetResourceCollectorRateInfo");

	Params::HomeBaseContext_GetResourceCollectorRateInfo Parms{};

	Parms.CollectorType = CollectorType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (RatePerSecond != nullptr)
		*RatePerSecond = Parms.RatePerSecond;

	if (MaxCapacity != nullptr)
		*MaxCapacity = Parms.MaxCapacity;
}


// Function FortniteGame.HomeBaseContext.GetResourceCollectorRewardsEstimate
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortCollectedResourceItem*       CollectorType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortItemQuantityPair            OutEstimate                                            (Parm, OutParm, NativeAccessSpecifierPublic)

void UHomeBaseContext::GetResourceCollectorRewardsEstimate(class UFortCollectedResourceItem* CollectorType, struct FFortItemQuantityPair* OutEstimate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetResourceCollectorRewardsEstimate");

	Params::HomeBaseContext_GetResourceCollectorRewardsEstimate Parms{};

	Parms.CollectorType = CollectorType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutEstimate != nullptr)
		*OutEstimate = std::move(Parms.OutEstimate);
}


// Function FortniteGame.HomeBaseContext.GetResourceCollectorRewardsEstimates
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortCollectedResourceItem*>CollectorTypes                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutEstimates                                           (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UHomeBaseContext::GetResourceCollectorRewardsEstimates(const TArray<class UFortCollectedResourceItem*>& CollectorTypes, TArray<struct FFortItemQuantityPair>* OutEstimates)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetResourceCollectorRewardsEstimates");

	Params::HomeBaseContext_GetResourceCollectorRewardsEstimates Parms{};

	Parms.CollectorTypes = std::move(CollectorTypes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutEstimates != nullptr)
		*OutEstimates = std::move(Parms.OutEstimates);
}


// Function FortniteGame.HomeBaseContext.SetActiveHeroLoadout
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortCampaignHeroLoadoutItem*     HeroLoadout                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UHomeBaseContext::SetActiveHeroLoadout(class UFortCampaignHeroLoadoutItem* HeroLoadout)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "SetActiveHeroLoadout");

	Params::HomeBaseContext_SetActiveHeroLoadout Parms{};

	Parms.HeroLoadout = HeroLoadout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.HomeBaseContext.GetActiveCombatSquadId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UHomeBaseContext::GetActiveCombatSquadId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetActiveCombatSquadId");

	Params::HomeBaseContext_GetActiveCombatSquadId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetActiveDefenderSquadId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UHomeBaseContext::GetActiveDefenderSquadId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetActiveDefenderSquadId");

	Params::HomeBaseContext_GetActiveDefenderSquadId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetActiveHeroLoadout
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortCampaignHeroLoadoutItem*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortCampaignHeroLoadoutItem* UHomeBaseContext::GetActiveHeroLoadout() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetActiveHeroLoadout");

	Params::HomeBaseContext_GetActiveHeroLoadout Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetCurrentDeployedDefenderCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UHomeBaseContext::GetCurrentDeployedDefenderCount() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetCurrentDeployedDefenderCount");

	Params::HomeBaseContext_GetCurrentDeployedDefenderCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetHomebaseDefenderSquadId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UHomeBaseContext::GetHomebaseDefenderSquadId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetHomebaseDefenderSquadId");

	Params::HomeBaseContext_GetHomebaseDefenderSquadId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetLocalPlayerHomebaseRating
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Rating                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ProgressFraction                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::GetLocalPlayerHomebaseRating(int32* Rating, float* ProgressFraction) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetLocalPlayerHomebaseRating");

	Params::HomeBaseContext_GetLocalPlayerHomebaseRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Rating != nullptr)
		*Rating = Parms.Rating;

	if (ProgressFraction != nullptr)
		*ProgressFraction = Parms.ProgressFraction;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetLocalTeamHomebaseRating
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Rating                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ProgressFraction                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::GetLocalTeamHomebaseRating(int32* Rating, float* ProgressFraction) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetLocalTeamHomebaseRating");

	Params::HomeBaseContext_GetLocalTeamHomebaseRating Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Rating != nullptr)
		*Rating = Parms.Rating;

	if (ProgressFraction != nullptr)
		*ProgressFraction = Parms.ProgressFraction;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetMaxDeployableDefenderCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UHomeBaseContext::GetMaxDeployableDefenderCount() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetMaxDeployableDefenderCount");

	Params::HomeBaseContext_GetMaxDeployableDefenderCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetMissionDefenderSquadId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UHomeBaseContext::GetMissionDefenderSquadId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetMissionDefenderSquadId");

	Params::HomeBaseContext_GetMissionDefenderSquadId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetTeamHomebaseRating
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Rating                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ProgressFraction                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::GetTeamHomebaseRating(const struct FUniqueNetIdRepl& PlayerID, int32* Rating, float* ProgressFraction) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetTeamHomebaseRating");

	Params::HomeBaseContext_GetTeamHomebaseRating Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Rating != nullptr)
		*Rating = Parms.Rating;

	if (ProgressFraction != nullptr)
		*ProgressFraction = Parms.ProgressFraction;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetTotalHomebaseRating
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueId                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Rating                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ProgressFraction                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::GetTotalHomebaseRating(const struct FUniqueNetIdRepl& UniqueId, int32* Rating, float* ProgressFraction) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetTotalHomebaseRating");

	Params::HomeBaseContext_GetTotalHomebaseRating Parms{};

	Parms.UniqueId = std::move(UniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Rating != nullptr)
		*Rating = Parms.Rating;

	if (ProgressFraction != nullptr)
		*ProgressFraction = Parms.ProgressFraction;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.GetTotalSkillPointsEarned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UHomeBaseContext::GetTotalSkillPointsEarned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "GetTotalSkillPointsEarned");

	Params::HomeBaseContext_GetTotalSkillPointsEarned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.HasHeroUnlockedCommanderPerk
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        Hero                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::HasHeroUnlockedCommanderPerk(class UFortHero* Hero) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "HasHeroUnlockedCommanderPerk");

	Params::HomeBaseContext_HasHeroUnlockedCommanderPerk Parms{};

	Parms.Hero = Hero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.HasHeroUnlockedTeamLeadPerk
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        Hero                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::HasHeroUnlockedTeamLeadPerk(class UFortHero* Hero) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "HasHeroUnlockedTeamLeadPerk");

	Params::HomeBaseContext_HasHeroUnlockedTeamLeadPerk Parms{};

	Parms.Hero = Hero;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.HomeBaseContext.TryGetHomebaseSquadData
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             SquadId                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHomebaseSquad                   OutHomebaseSquad                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UHomeBaseContext::TryGetHomebaseSquadData(const class FName SquadId, struct FHomebaseSquad* OutHomebaseSquad) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HomeBaseContext", "TryGetHomebaseSquadData");

	Params::HomeBaseContext_TryGetHomebaseSquadData Parms{};

	Parms.SquadId = SquadId;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutHomebaseSquad != nullptr)
		*OutHomebaseSquad = std::move(Parms.OutHomebaseSquad);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInitializeFromObjectInterface.InitFromObject
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          InitObject                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortInitializeFromObjectInterface::InitFromObject(class UObject* InitObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInitializeFromObjectInterface", "InitFromObject");

	Params::FortInitializeFromObjectInterface_InitFromObject Parms{};

	Parms.InitObject = InitObject;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortInteractInterface.ServerOnAttemptInteract
// (Native, Public, HasOutParams)
// Parameters:
// struct FInteractionType                 InteractType                                           (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool IFortInteractInterface::ServerOnAttemptInteract(const struct FInteractionType& InteractType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInteractInterface", "ServerOnAttemptInteract");

	Params::FortInteractInterface_ServerOnAttemptInteract Parms{};

	Parms.InteractType = std::move(InteractType);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInteractInterface.GetBoundsComponents
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AActor*                           SelfActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class USceneComponent*>          OutComponents                                          (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void IFortInteractInterface::GetBoundsComponents(class AActor* SelfActor, TArray<class USceneComponent*>* OutComponents) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInteractInterface", "GetBoundsComponents");

	Params::FortInteractInterface_GetBoundsComponents Parms{};

	Parms.SelfActor = SelfActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutComponents != nullptr)
		*OutComponents = std::move(Parms.OutComponents);
}


// Function FortniteGame.FortInteractInterface.GetFocusedSocketLocation
// (Native, Event, Public, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector IFortInteractInterface::GetFocusedSocketLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInteractInterface", "GetFocusedSocketLocation");

	Params::FortInteractInterface_GetFocusedSocketLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortInteractInterface.GetIconPlacement
// (Native, Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AActor*                           SelfActor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutLocation                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          OutExtents                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortInteractInterface::GetIconPlacement(class AActor* SelfActor, struct FVector* OutLocation, struct FVector* OutExtents) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortInteractInterface", "GetIconPlacement");

	Params::FortInteractInterface_GetIconPlacement Parms{};

	Parms.SelfActor = SelfActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLocation != nullptr)
		*OutLocation = std::move(Parms.OutLocation);

	if (OutExtents != nullptr)
		*OutExtents = std::move(Parms.OutExtents);
}


// Function FortniteGame.FortItemWrapPreviewActor.OnPreviewSkeletalMeshLoaded
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// class USkeletalMesh*                    LoadedMesh                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FItemWrapPreviewEntry            EntryInfo                                              (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortItemWrapPreviewActor::OnPreviewSkeletalMeshLoaded(class USkeletalMesh* LoadedMesh, const struct FItemWrapPreviewEntry& EntryInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemWrapPreviewActor", "OnPreviewSkeletalMeshLoaded");

	Params::FortItemWrapPreviewActor_OnPreviewSkeletalMeshLoaded Parms{};

	Parms.LoadedMesh = LoadedMesh;
	Parms.EntryInfo = std::move(EntryInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortItemWrapPreviewActor.PreviewItemWrap
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaItemWrapDefinition*        ItemWrap                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortItemWrapPreviewActor::PreviewItemWrap(const class UAthenaItemWrapDefinition* ItemWrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemWrapPreviewActor", "PreviewItemWrap");

	Params::FortItemWrapPreviewActor_PreviewItemWrap Parms{};

	Parms.ItemWrap = ItemWrap;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortItemWrapPreviewActor.StartLoadingNextPreviewActor
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// int32                                   SlotIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortItemWrapPreviewActor::StartLoadingNextPreviewActor(int32 SlotIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemWrapPreviewActor", "StartLoadingNextPreviewActor");

	Params::FortItemWrapPreviewActor_StartLoadingNextPreviewActor Parms{};

	Parms.SlotIndex = SlotIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortKeepEventInfo.GetWave
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const struct FKeepEventWaveData         ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FKeepEventWaveData UFortKeepEventInfo::GetWave(int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepEventInfo", "GetWave");

	Params::FortKeepEventInfo_GetWave Parms{};

	Parms.Param_Index = Param_Index;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepEventInfo.NumberOfWaves
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortKeepEventInfo::NumberOfWaves()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepEventInfo", "NumberOfWaves");

	Params::FortKeepEventInfo_NumberOfWaves Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepEventList.GetEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Idx                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKeepEventInfo                   ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FKeepEventInfo UFortKeepEventList::GetEvent(int32 Idx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepEventList", "GetEvent");

	Params::FortKeepEventList_GetEvent Parms{};

	Parms.Idx = Idx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortKeepEventList.GetEventDescription
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   Idx                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortKeepEventList::GetEventDescription(int32 Idx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortKeepEventList", "GetEventDescription");

	Params::FortKeepEventList_GetEventDescription Parms{};

	Parms.Idx = Idx;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortLauncherAthena.OnRepLaunchServerInfo
// (Final, Native, Public)

void AFortLauncherAthena::OnRepLaunchServerInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLauncherAthena", "OnRepLaunchServerInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLauncherAthena.OnTriggerEndOverlap
// (Final, Native, Public)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLauncherAthena::OnTriggerEndOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLauncherAthena", "OnTriggerEndOverlap");

	Params::FortLauncherAthena_OnTriggerEndOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLauncherAthena.ReTriggerForPawn
// (Final, Native, Public)
// Parameters:
// class AFortPlayerPawnAthena*            AthenaPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLauncherAthena::ReTriggerForPawn(class AFortPlayerPawnAthena* AthenaPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLauncherAthena", "ReTriggerForPawn");

	Params::FortLauncherAthena_ReTriggerForPawn Parms{};

	Parms.AthenaPawn = AthenaPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLauncherAthena.TriggerLaunchEffects
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawnAthena*            Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortLauncherAthena::TriggerLaunchEffects(class AFortPlayerPawnAthena* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLauncherAthena", "TriggerLaunchEffects");

	Params::FortLauncherAthena_TriggerLaunchEffects Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortLobbyBeaconClientPvP.ServerReadyUp
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortLobbyBeaconClientPvP::ServerReadyUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconClientPvP", "ServerReadyUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortLobbyBeaconStateRM.OnRep_LobbyTimeRemaining
// (Native, Protected)

void AFortLobbyBeaconStateRM::OnRep_LobbyTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortLobbyBeaconStateRM", "OnRep_LobbyTimeRemaining");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.CancelMatchmaking
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::CancelMatchmaking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "CancelMatchmaking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.CheckRejoinStatus
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::CheckRejoinStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "CheckRejoinStatus");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.DisconnectFromLobby
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::DisconnectFromLobby()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "DisconnectFromLobby");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.DisplayAntiTaxiError
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::DisplayAntiTaxiError()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "DisplayAntiTaxiError");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.EnterOutpost
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::EnterOutpost()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "EnterOutpost");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.EnterPvPFOB
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::EnterPvPFOB()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "EnterPvPFOB");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.GetInputBasedMatchmakingPool
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// bool                                    bIsDefaultPool                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEntirePartyUsingTargetPoolInput                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// ECommonInputType                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

ECommonInputType UFortMatchmakingContext::GetInputBasedMatchmakingPool(bool* bIsDefaultPool, bool* bEntirePartyUsingTargetPoolInput)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetInputBasedMatchmakingPool");

	Params::FortMatchmakingContext_GetInputBasedMatchmakingPool Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (bIsDefaultPool != nullptr)
		*bIsDefaultPool = Parms.bIsDefaultPool;

	if (bEntirePartyUsingTargetPoolInput != nullptr)
		*bEntirePartyUsingTargetPoolInput = Parms.bEntirePartyUsingTargetPoolInput;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.GetLegacyNonInputBasedPlayAgainstText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMatchmakingContext::GetLegacyNonInputBasedPlayAgainstText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetLegacyNonInputBasedPlayAgainstText");

	Params::FortMatchmakingContext_GetLegacyNonInputBasedPlayAgainstText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.GetLobbyWaitForPlayersTimeRemaining
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortMatchmakingContext::GetLobbyWaitForPlayersTimeRemaining()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetLobbyWaitForPlayersTimeRemaining");

	Params::FortMatchmakingContext_GetLobbyWaitForPlayersTimeRemaining Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.GetMatchmakingFillText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bDesiredFill                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMatchmakingContext::GetMatchmakingFillText(bool bDesiredFill)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetMatchmakingFillText");

	Params::FortMatchmakingContext_GetMatchmakingFillText Parms{};

	Parms.bDesiredFill = bDesiredFill;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsJoinableGameAvailable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsJoinableGameAvailable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsJoinableGameAvailable");

	Params::FortMatchmakingContext_IsJoinableGameAvailable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsWaitingOnUpdateManager
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsWaitingOnUpdateManager()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsWaitingOnUpdateManager");

	Params::FortMatchmakingContext_IsWaitingOnUpdateManager Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsWorldRecordLoaded
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsWorldRecordLoaded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsWorldRecordLoaded");

	Params::FortMatchmakingContext_IsWorldRecordLoaded Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.JoinFromLobby
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::JoinFromLobby()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "JoinFromLobby");

	Params::FortMatchmakingContext_JoinFromLobby Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.NeedToCheckRejoinStatus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::NeedToCheckRejoinStatus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "NeedToCheckRejoinStatus");

	Params::FortMatchmakingContext_NeedToCheckRejoinStatus Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.ReadyUp
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::ReadyUp()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "ReadyUp");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.SetCustomMatchmakingKey
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Key                                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMatchmakingContext::SetCustomMatchmakingKey(const class FString& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "SetCustomMatchmakingKey");

	Params::FortMatchmakingContext_SetCustomMatchmakingKey Parms{};

	Parms.Key = std::move(Key);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.SetMatchmakingFlowActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    InFlow                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMatchmakingContext::SetMatchmakingFlowActive(bool InFlow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "SetMatchmakingFlowActive");

	Params::FortMatchmakingContext_SetMatchmakingFlowActive Parms{};

	Parms.InFlow = InFlow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.StartCriticalMission
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   MinMissionDifficulty                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxMissionDifficulty                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMatchmakingContext::StartCriticalMission(float MinMissionDifficulty, float MaxMissionDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "StartCriticalMission");

	Params::FortMatchmakingContext_StartCriticalMission Parms{};

	Parms.MinMissionDifficulty = MinMissionDifficulty;
	Parms.MaxMissionDifficulty = MaxMissionDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.StartMatchmaking
// (Final, Native, Public, BlueprintCallable)

void UFortMatchmakingContext::StartMatchmaking()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "StartMatchmaking");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.StartOnboardingMission
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::StartOnboardingMission()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "StartOnboardingMission");

	Params::FortMatchmakingContext_StartOnboardingMission Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.StartQuickPlay
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   MinMissionDifficulty                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   MaxMissionDifficulty                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMatchmakingContext::StartQuickPlay(float MinMissionDifficulty, float MaxMissionDifficulty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "StartQuickPlay");

	Params::FortMatchmakingContext_StartQuickPlay Parms{};

	Parms.MinMissionDifficulty = MinMissionDifficulty;
	Parms.MaxMissionDifficulty = MaxMissionDifficulty;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMatchmakingContext.GetCustomMatchmakingKey
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortMatchmakingContext::GetCustomMatchmakingKey() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetCustomMatchmakingKey");

	Params::FortMatchmakingContext_GetCustomMatchmakingKey Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.GetLobbyBeaconClient
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortLobbyBeaconClient*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortLobbyBeaconClient* UFortMatchmakingContext::GetLobbyBeaconClient() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "GetLobbyBeaconClient");

	Params::FortMatchmakingContext_GetLobbyBeaconClient Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsConnectedToGame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsConnectedToGame() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsConnectedToGame");

	Params::FortMatchmakingContext_IsConnectedToGame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsCustomMatchmakingKeyEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsCustomMatchmakingKeyEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsCustomMatchmakingKeyEnabled");

	Params::FortMatchmakingContext_IsCustomMatchmakingKeyEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsInLobby
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsInLobby() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsInLobby");

	Params::FortMatchmakingContext_IsInLobby Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsInputBasedMatchmakingEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsInputBasedMatchmakingEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsInputBasedMatchmakingEnabled");

	Params::FortMatchmakingContext_IsInputBasedMatchmakingEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsMatchmakingFlowActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsMatchmakingFlowActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsMatchmakingFlowActive");

	Params::FortMatchmakingContext_IsMatchmakingFlowActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsMatchmakingLocal
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsMatchmakingLocal() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsMatchmakingLocal");

	Params::FortMatchmakingContext_IsMatchmakingLocal Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMatchmakingContext.IsOutpostPermitted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMatchmakingContext::IsOutpostPermitted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMatchmakingContext", "IsOutpostPermitted");

	Params::FortMatchmakingContext_IsOutpostPermitted Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortAsyncAction_CalendarMultiEventWatcher.WatchCalendarEvents
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   EventsToWatch                                          (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// class UFortAsyncAction_CalendarMultiEventWatcher*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_CalendarMultiEventWatcher* UFortAsyncAction_CalendarMultiEventWatcher::WatchCalendarEvents(class UObject* WorldContextObject, const TArray<class FString>& EventsToWatch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_CalendarMultiEventWatcher", "WatchCalendarEvents");

	Params::FortAsyncAction_CalendarMultiEventWatcher_WatchCalendarEvents Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventsToWatch = std::move(EventsToWatch);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortObjectiveNeutralCompleteParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase*               _NeutrallyCompletedObjective                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveNeutralCompleteParams::BreakParams(class AFortObjectiveBase** _NeutrallyCompletedObjective)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "BreakParams");

	Params::FortObjectiveNeutralCompleteParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_NeutrallyCompletedObjective != nullptr)
		*_NeutrallyCompletedObjective = Parms._NeutrallyCompletedObjective;
}


// Function FortniteGame.FortObjectiveNeutralCompleteParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase*               _NeutrallyCompletedObjective                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveNeutralCompleteParams*ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveNeutralCompleteParams::SetParams(class AFortObjectiveBase* _NeutrallyCompletedObjective, class UFortObjectiveNeutralCompleteParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveNeutralCompleteParams", "SetParams");

	Params::FortObjectiveNeutralCompleteParams_SetParams Parms{};

	Parms._NeutrallyCompletedObjective = _NeutrallyCompletedObjective;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortAsyncAction_CalendarEventWatcher.WatchCalendarEvent
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventToWatch                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_CalendarEventWatcher*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_CalendarEventWatcher* UFortAsyncAction_CalendarEventWatcher::WatchCalendarEvent(class UObject* WorldContextObject, const class FString& EventToWatch)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_CalendarEventWatcher", "WatchCalendarEvent");

	Params::FortAsyncAction_CalendarEventWatcher_WatchCalendarEvent Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.EventToWatch = std::move(EventToWatch);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.AbandonExpedition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortExpeditionItem*              Expedition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::AbandonExpedition(const class UFortExpeditionItem* Expedition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "AbandonExpedition");

	Params::FortMcpContext_AbandonExpedition Parms{};

	Parms.Expedition = Expedition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ApplyAlteration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAlterableItem*               Item                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAlterationItem*              AlterationToApply                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::ApplyAlteration(class UFortAlterableItem* Item, class UFortAlterationItem* AlterationToApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ApplyAlteration");

	Params::FortMcpContext_ApplyAlteration Parms{};

	Parms.Item = Item;
	Parms.AlterationToApply = AlterationToApply;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.AreMissionRewardsAvailable
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::AreMissionRewardsAvailable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "AreMissionRewardsAvailable");

	Params::FortMcpContext_AreMissionRewardsAvailable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.CancelEpicPurchasingDisplay
// (Final, Native, Public, BlueprintCallable)

void UFortMcpContext::CancelEpicPurchasingDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "CancelEpicPurchasingDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.CanPurchaseOffer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PriceIndex                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EOfferPurchaseError                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EOfferPurchaseError UFortMcpContext::CanPurchaseOffer(const class FString& OfferId, const int32 PriceIndex, int32 Quantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "CanPurchaseOffer");

	Params::FortMcpContext_CanPurchaseOffer Parms{};

	Parms.OfferId = std::move(OfferId);
	Parms.PriceIndex = PriceIndex;
	Parms.Quantity = Quantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.CheckAffiliateName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           AffiliateName                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess, bool bWasValidAffiliateName, const class FString& AffilateNameChecked)>OnCheckAffiliateNameComplete                           (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::CheckAffiliateName(const class FString& AffiliateName, TDelegate<void(bool bSuccess, bool bWasValidAffiliateName, const class FString& AffilateNameChecked)> OnCheckAffiliateNameComplete)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "CheckAffiliateName");

	Params::FortMcpContext_CheckAffiliateName Parms{};

	Parms.AffiliateName = std::move(AffiliateName);
	Parms.OnCheckAffiliateNameComplete = OnCheckAffiliateNameComplete;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ClaimAllResourceCollectors
// (Final, Native, Public, BlueprintCallable)

void UFortMcpContext::ClaimAllResourceCollectors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ClaimAllResourceCollectors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ClaimItemCacheReward
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemCache                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::ClaimItemCacheReward(class UFortItem* ItemCache)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ClaimItemCacheReward");

	Params::FortMcpContext_ClaimItemCacheReward Parms{};

	Parms.ItemCache = ItemCache;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ClaimResourceCollectors
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortCollectedResourceItem*>CollectorTypes                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortMcpContext::ClaimResourceCollectors(const TArray<class UFortCollectedResourceItem*>& CollectorTypes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ClaimResourceCollectors");

	Params::FortMcpContext_ClaimResourceCollectors Parms{};

	Parms.CollectorTypes = std::move(CollectorTypes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.CollectExpedition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortExpeditionItem*              Expedition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::CollectExpedition(const class UFortExpeditionItem* Expedition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "CollectExpedition");

	Params::FortMcpContext_CollectExpedition Parms{};

	Parms.Expedition = Expedition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ConvertItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToConvert                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RecipeIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::ConvertItem(const class UFortItem* ItemToConvert, int32 RecipeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ConvertItem");

	Params::FortMcpContext_ConvertItem Parms{};

	Parms.ItemToConvert = ItemToConvert;
	Parms.RecipeIndex = RecipeIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.DoesPlatformSupportFriendCodes
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::DoesPlatformSupportFriendCodes()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "DoesPlatformSupportFriendCodes");

	Params::FortMcpContext_DoesPlatformSupportFriendCodes Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.DownloadEULA
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TDelegate<void(bool bSuccessful, class FText EULAText)>OnCompleteDelegate                                     (ConstParm, Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::DownloadEULA(const TDelegate<void(bool bSuccessful, class FText EULAText)> OnCompleteDelegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "DownloadEULA");

	Params::FortMcpContext_DownloadEULA Parms{};

	Parms.OnCompleteDelegate = OnCompleteDelegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortMcpContext.OnDownloadEULAComplete__DelegateSignature
// (Public, Delegate)
// Parameters:
// bool                                    bSuccessful                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             EULAText                                               (Parm, NativeAccessSpecifierPublic)

void UFortMcpContext::OnDownloadEULAComplete__DelegateSignature(bool bSuccessful, const class FText& EULAText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "OnDownloadEULAComplete__DelegateSignature");

	Params::FortMcpContext_OnDownloadEULAComplete__DelegateSignature Parms{};

	Parms.bSuccessful = bSuccessful;
	Parms.EULAText = std::move(EULAText);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMcpContext.GetAllResourceCollectors
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortCollectedResourceItem*>ResourceCollectorsOwned                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortMcpContext::GetAllResourceCollectors(TArray<class UFortCollectedResourceItem*>* ResourceCollectorsOwned)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAllResourceCollectors");

	Params::FortMcpContext_GetAllResourceCollectors Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ResourceCollectorsOwned != nullptr)
		*ResourceCollectorsOwned = std::move(Parms.ResourceCollectorsOwned);
}


// Function FortniteGame.FortMcpContext.GetFriendCodeDescription
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFriendCode                      FriendCode                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMcpContext::GetFriendCodeDescription(const struct FFriendCode& FriendCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetFriendCodeDescription");

	Params::FortMcpContext_GetFriendCodeDescription Parms{};

	Parms.FriendCode = std::move(FriendCode);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetFriendCodeDisplayName
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFriendCode                      FriendCode                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMcpContext::GetFriendCodeDisplayName(const struct FFriendCode& FriendCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetFriendCodeDisplayName");

	Params::FortMcpContext_GetFriendCodeDisplayName Parms{};

	Parms.FriendCode = std::move(FriendCode);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GrantPendingDifficultyIncreaseRewards
// (Final, Native, Public, BlueprintCallable)

void UFortMcpContext::GrantPendingDifficultyIncreaseRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GrantPendingDifficultyIncreaseRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.GrantPendingMissionAlertRewards
// (Final, Native, Public, BlueprintCallable)

void UFortMcpContext::GrantPendingMissionAlertRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GrantPendingMissionAlertRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.IsAllowedConversionIndex
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToConvert                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RecipeIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsAllowedConversionIndex(const class UFortItem* ItemToConvert, int32 RecipeIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsAllowedConversionIndex");

	Params::FortMcpContext_IsAllowedConversionIndex Parms{};

	Parms.ItemToConvert = ItemToConvert;
	Parms.RecipeIndex = RecipeIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IssueFriendCode
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TDelegate<void(bool bSuccess, struct FFriendCode& FriendCode)>OnCompleteDelegate                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::IssueFriendCode(const TDelegate<void(bool bSuccess, struct FFriendCode& FriendCode)>& OnCompleteDelegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IssueFriendCode");

	Params::FortMcpContext_IssueFriendCode Parms{};

	Parms.OnCompleteDelegate = OnCompleteDelegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortMcpContext.OnIssueFriendCodeComplete__DelegateSignature
// (Public, Delegate, HasOutParams)
// Parameters:
// bool                                    bSuccess                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFriendCode                      FriendCode                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortMcpContext::OnIssueFriendCodeComplete__DelegateSignature(bool bSuccess, const struct FFriendCode& FriendCode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "OnIssueFriendCodeComplete__DelegateSignature");

	Params::FortMcpContext_OnIssueFriendCodeComplete__DelegateSignature Parms{};

	Parms.bSuccess = bSuccess;
	Parms.FriendCode = std::move(FriendCode);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMcpContext.MarkItemSeen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 ItemToMarkSeen                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::MarkItemSeen(class UFortAccountItem* ItemToMarkSeen)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "MarkItemSeen");

	Params::FortMcpContext_MarkItemSeen Parms{};

	Parms.ItemToMarkSeen = ItemToMarkSeen;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortMcpContext.OnQueryUnredeemedFriendCodesComplete__DelegateSignature
// (Public, Delegate, HasOutParams)
// Parameters:
// bool                                    bSuccess                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFriendCode>              FriendCodes                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortMcpContext::OnQueryUnredeemedFriendCodesComplete__DelegateSignature(bool bSuccess, const TArray<struct FFriendCode>& FriendCodes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "OnQueryUnredeemedFriendCodesComplete__DelegateSignature");

	Params::FortMcpContext_OnQueryUnredeemedFriendCodesComplete__DelegateSignature Parms{};

	Parms.bSuccess = bSuccess;
	Parms.FriendCodes = std::move(FriendCodes);

	UObject::ProcessEvent(Func, &Parms);
}


// DelegateFunction FortniteGame.FortMcpContext.OnSendFriendCodePlatformMessageComplete__DelegateSignature
// (Public, Delegate)
// Parameters:
// bool                                    bMessageSent                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::OnSendFriendCodePlatformMessageComplete__DelegateSignature(bool bMessageSent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "OnSendFriendCodePlatformMessageComplete__DelegateSignature");

	Params::FortMcpContext_OnSendFriendCodePlatformMessageComplete__DelegateSignature Parms{};

	Parms.bMessageSent = bMessageSent;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMcpContext.OpenMissionRewards
// (Final, Native, Public, BlueprintCallable)

void UFortMcpContext::OpenMissionRewards()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "OpenMissionRewards");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.PurchaseOffer
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PriceIndex                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess, TArray<struct FPurchasedItemInfo>& PurchasedItems)>Callback                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EOfferPurchaseError                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EOfferPurchaseError UFortMcpContext::PurchaseOffer(const class FString& OfferId, const int32 PriceIndex, const TDelegate<void(bool bSuccess, TArray<struct FPurchasedItemInfo>& PurchasedItems)>& Callback, int32 Quantity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "PurchaseOffer");

	Params::FortMcpContext_PurchaseOffer Parms{};

	Parms.OfferId = std::move(OfferId);
	Parms.PriceIndex = PriceIndex;
	Parms.Callback = Callback;
	Parms.Quantity = Quantity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.PurchaseRealMoneyCatalogEntry
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess)>          Callback                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::PurchaseRealMoneyCatalogEntry(const class FString& OfferId, const TDelegate<void(bool bSuccess)>& Callback)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "PurchaseRealMoneyCatalogEntry");

	Params::FortMcpContext_PurchaseRealMoneyCatalogEntry Parms{};

	Parms.OfferId = std::move(OfferId);
	Parms.Callback = Callback;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.QueryUnredeemedFriendCodes
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TDelegate<void(bool bSuccess, TArray<struct FFriendCode>& FriendCodes)>OnCompleteDelegate                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::QueryUnredeemedFriendCodes(const TDelegate<void(bool bSuccess, TArray<struct FFriendCode>& FriendCodes)>& OnCompleteDelegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "QueryUnredeemedFriendCodes");

	Params::FortMcpContext_QueryUnredeemedFriendCodes Parms{};

	Parms.OnCompleteDelegate = OnCompleteDelegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.ReadPrivacySettings
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TDelegate<void(bool bSuccess, struct FMcpPrivacySettings& Settings)>OnComplete                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::ReadPrivacySettings(const TDelegate<void(bool bSuccess, struct FMcpPrivacySettings& Settings)>& OnComplete)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "ReadPrivacySettings");

	Params::FortMcpContext_ReadPrivacySettings Parms{};

	Parms.OnComplete = OnComplete;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.RecycleItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToRecycle                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::RecycleItem(const class UFortItem* ItemToRecycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "RecycleItem");

	Params::FortMcpContext_RecycleItem Parms{};

	Parms.ItemToRecycle = ItemToRecycle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.RecycleItemBatch
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortItem*>                ItemsToRecycle                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortMcpContext::RecycleItemBatch(const TArray<class UFortItem*>& ItemsToRecycle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "RecycleItemBatch");

	Params::FortMcpContext_RecycleItemBatch Parms{};

	Parms.ItemsToRecycle = std::move(ItemsToRecycle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.RefundItem
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 ItemToConvert                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::RefundItem(const class UFortAccountItem* ItemToConvert)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "RefundItem");

	Params::FortMcpContext_RefundItem Parms{};

	Parms.ItemToConvert = ItemToConvert;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.RegisterForEpicPurchasingDisplay
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>DisplayCallback                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// TDelegate<void()>                       DismissCallback                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::RegisterForEpicPurchasingDisplay(const TDelegate<void(class UWidget* WebWidget, const class FString& OfferId)>& DisplayCallback, const TDelegate<void()>& DismissCallback)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "RegisterForEpicPurchasingDisplay");

	Params::FortMcpContext_RegisterForEpicPurchasingDisplay Parms{};

	Parms.DisplayCallback = DisplayCallback;
	Parms.DismissCallback = DismissCallback;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.RemoveGiftBox
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortGiftBoxItem*                 GiftBoxToRemove                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::RemoveGiftBox(const class UFortGiftBoxItem* GiftBoxToRemove)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "RemoveGiftBox");

	Params::FortMcpContext_RemoveGiftBox Parms{};

	Parms.GiftBoxToRemove = GiftBoxToRemove;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.SendFriendCodePlatformMessage
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFriendCode                      FriendCode                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TDelegate<void(bool bMessageSent)>      OnCompleteDelegate                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::SendFriendCodePlatformMessage(const struct FFriendCode& FriendCode, const TDelegate<void(bool bMessageSent)>& OnCompleteDelegate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "SendFriendCodePlatformMessage");

	Params::FortMcpContext_SendFriendCodePlatformMessage Parms{};

	Parms.FriendCode = std::move(FriendCode);
	Parms.OnCompleteDelegate = OnCompleteDelegate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.SetAffiliateName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Param_Name                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess)>          OnAffilateNameSetAcknowledged                          (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::SetAffiliateName(const class FString& Param_Name, TDelegate<void(bool bSuccess)> OnAffilateNameSetAcknowledged)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "SetAffiliateName");

	Params::FortMcpContext_SetAffiliateName Parms{};

	Parms.Param_Name = std::move(Param_Name);
	Parms.OnAffilateNameSetAcknowledged = OnAffilateNameSetAcknowledged;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.SetBansViewed
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TDelegate<void(bool bSuccess)>          OnBanAcknowledged                                      (Parm, ZeroConstructor, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::SetBansViewed(TDelegate<void(bool bSuccess)> OnBanAcknowledged)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "SetBansViewed");

	Params::FortMcpContext_SetBansViewed Parms{};

	Parms.OnBanAcknowledged = OnBanAcknowledged;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.SetItemFavoriteStatus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAccountItem*                 Item                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFavorite                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ShouldDeferMarking                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::SetItemFavoriteStatus(class UFortAccountItem* Item, bool bFavorite, bool ShouldDeferMarking)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "SetItemFavoriteStatus");

	Params::FortMcpContext_SetItemFavoriteStatus Parms{};

	Parms.Item = Item;
	Parms.bFavorite = bFavorite;
	Parms.ShouldDeferMarking = ShouldDeferMarking;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.StartExpedition
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortExpeditionItem*              Expedition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SuccessChance                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             SquadId                                                (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SquadRating                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*>                SlottedSquadItems                                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           SlotIndices                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<float>                           ItemRatingMods                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   GlobalMod                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::StartExpedition(const class UFortExpeditionItem* Expedition, const float SuccessChance, const class FName& SquadId, const float SquadRating, const TArray<class UFortItem*>& SlottedSquadItems, const TArray<int32>& SlotIndices, const TArray<float>& ItemRatingMods, float GlobalMod)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "StartExpedition");

	Params::FortMcpContext_StartExpedition Parms{};

	Parms.Expedition = Expedition;
	Parms.SuccessChance = SuccessChance;
	Parms.SquadId = SquadId;
	Parms.SquadRating = SquadRating;
	Parms.SlottedSquadItems = std::move(SlottedSquadItems);
	Parms.SlotIndices = std::move(SlotIndices);
	Parms.ItemRatingMods = std::move(ItemRatingMods);
	Parms.GlobalMod = GlobalMod;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.TransmogItem
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortConversionControlItemDefinition*ControlKeyItem                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortItem*>                ItemsToSacrifice                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void UFortMcpContext::TransmogItem(const class UFortConversionControlItemDefinition* ControlKeyItem, const TArray<class UFortItem*>& ItemsToSacrifice)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "TransmogItem");

	Params::FortMcpContext_TransmogItem Parms{};

	Parms.ControlKeyItem = ControlKeyItem;
	Parms.ItemsToSacrifice = std::move(ItemsToSacrifice);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.UpdatePrivacySettings
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FMcpPrivacySettings              NewSettings                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess)>          OnComplete                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::UpdatePrivacySettings(const struct FMcpPrivacySettings& NewSettings, const TDelegate<void(bool bSuccess)>& OnComplete)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "UpdatePrivacySettings");

	Params::FortMcpContext_UpdatePrivacySettings Parms{};

	Parms.NewSettings = std::move(NewSettings);
	Parms.OnComplete = OnComplete;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.UpgradeItemRarity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItem*                        ItemToUpgrade                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::UpgradeItemRarity(const class UFortItem* ItemToUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "UpgradeItemRarity");

	Params::FortMcpContext_UpgradeItemRarity Parms{};

	Parms.ItemToUpgrade = ItemToUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.CanGiftOffer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   ReceiverAccountIds                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           GiftWrapTemplateId                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           UserMessageToRecipients                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PriceIndex                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EOfferPurchaseError                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EOfferPurchaseError UFortMcpContext::CanGiftOffer(const class FString& OfferId, const TArray<class FString>& ReceiverAccountIds, const class FString& GiftWrapTemplateId, const class FString& UserMessageToRecipients, const int32 PriceIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "CanGiftOffer");

	Params::FortMcpContext_CanGiftOffer Parms{};

	Parms.OfferId = std::move(OfferId);
	Parms.ReceiverAccountIds = std::move(ReceiverAccountIds);
	Parms.GiftWrapTemplateId = std::move(GiftWrapTemplateId);
	Parms.UserMessageToRecipients = std::move(UserMessageToRecipients);
	Parms.PriceIndex = PriceIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.DisplayEmptyStoreDialog
// (Final, Native, Public, BlueprintCallable, Const)

void UFortMcpContext::DisplayEmptyStoreDialog() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "DisplayEmptyStoreDialog");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMcpContext.GetAccountItemWithDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortAccountItemDefinition*       AccountItemDefinition                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAccountItem*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAccountItem* UFortMcpContext::GetAccountItemWithDefinition(const class UFortAccountItemDefinition* AccountItemDefinition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAccountItemWithDefinition");

	Params::FortMcpContext_GetAccountItemWithDefinition Parms{};

	Parms.AccountItemDefinition = AccountItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetAffiliateName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const class FString                     ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class FString UFortMcpContext::GetAffiliateName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAffiliateName");

	Params::FortMcpContext_GetAffiliateName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetAllAlterations
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortAlterationItem*>      OutAlterations                                         (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// EFortAlteration                         InAlterationType                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::GetAllAlterations(TArray<class UFortAlterationItem*>* OutAlterations, EFortAlteration InAlterationType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAllAlterations");

	Params::FortMcpContext_GetAllAlterations Parms{};

	Parms.InAlterationType = InAlterationType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAlterations != nullptr)
		*OutAlterations = std::move(Parms.OutAlterations);
}


// Function FortniteGame.FortMcpContext.GetAllHeroes
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortHero*>                Result                                                 (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortMcpContext::GetAllHeroes(TArray<class UFortHero*>* Result) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAllHeroes");

	Params::FortMcpContext_GetAllHeroes Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Result != nullptr)
		*Result = std::move(Parms.Result);
}


// Function FortniteGame.FortMcpContext.GetAppName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortMcpContext::GetAppName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAppName");

	Params::FortMcpContext_GetAppName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetAthenaProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMcpProfileAthena*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMcpProfileAthena* UFortMcpContext::GetAthenaProfile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetAthenaProfile");

	Params::FortMcpContext_GetAthenaProfile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetBanDuration
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FMcpBanInfo                      BanInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortMcpContext::GetBanDuration(const struct FMcpBanInfo& BanInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetBanDuration");

	Params::FortMcpContext_GetBanDuration Parms{};

	Parms.BanInfo = std::move(BanInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetBanInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FMcpBanInfo                ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const struct FMcpBanInfo UFortMcpContext::GetBanInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetBanInfo");

	Params::FortMcpContext_GetBanInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetCampaignLoadoutForPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberUniqueId                                         (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortCampaignLoadout             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FFortCampaignLoadout UFortMcpContext::GetCampaignLoadoutForPlayer(const struct FUniqueNetIdRepl& MemberUniqueId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetCampaignLoadoutForPlayer");

	Params::FortMcpContext_GetCampaignLoadoutForPlayer Parms{};

	Parms.MemberUniqueId = std::move(MemberUniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetCommonCoreMcpProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMcpProfileCommonCore*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMcpProfileCommonCore* UFortMcpContext::GetCommonCoreMcpProfile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetCommonCoreMcpProfile");

	Params::FortMcpContext_GetCommonCoreMcpProfile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetCommonPublicMcpProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMcpProfileCommonPublic*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMcpProfileCommonPublic* UFortMcpContext::GetCommonPublicMcpProfile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetCommonPublicMcpProfile");

	Params::FortMcpContext_GetCommonPublicMcpProfile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetCreativeProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMcpProfileCreative*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMcpProfileCreative* UFortMcpContext::GetCreativeProfile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetCreativeProfile");

	Params::FortMcpContext_GetCreativeProfile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetCurrentlyViewedAccountInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortPublicAccountInfo           Result                                                 (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::GetCurrentlyViewedAccountInfo(struct FFortPublicAccountInfo* Result) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetCurrentlyViewedAccountInfo");

	Params::FortMcpContext_GetCurrentlyViewedAccountInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Result != nullptr)
		*Result = std::move(Parms.Result);
}


// Function FortniteGame.FortMcpContext.GetDefaultHero
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortHero*                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortHero* UFortMcpContext::GetDefaultHero() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetDefaultHero");

	Params::FortMcpContext_GetDefaultHero Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetEULAText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMcpContext::GetEULAText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetEULAText");

	Params::FortMcpContext_GetEULAText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetGroupXpBonusPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetGroupXpBonusPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetGroupXpBonusPercent");

	Params::FortMcpContext_GetGroupXpBonusPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetHeroXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetHeroXpBalance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetHeroXpBalance");

	Params::FortMcpContext_GetHeroXpBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetHomeBaseInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortHomeBaseInfo                Result                                                 (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortMcpContext::GetHomeBaseInfo(struct FFortHomeBaseInfo* Result) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfo");

	Params::FortMcpContext_GetHomeBaseInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Result != nullptr)
		*Result = std::move(Parms.Result);
}


// Function FortniteGame.FortMcpContext.GetHomeBaseInfoForPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortHomeBaseInfo                Result                                                 (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 MemberUniqueId                                         (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMcpContext::GetHomeBaseInfoForPlayer(struct FFortHomeBaseInfo* Result, const struct FUniqueNetIdRepl& MemberUniqueId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetHomeBaseInfoForPlayer");

	Params::FortMcpContext_GetHomeBaseInfoForPlayer Parms{};

	Parms.MemberUniqueId = std::move(MemberUniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Result != nullptr)
		*Result = std::move(Parms.Result);
}


// Function FortniteGame.FortMcpContext.GetLoadoutForPlayer
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 MemberUniqueId                                         (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortAthenaLoadout               ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortAthenaLoadout UFortMcpContext::GetLoadoutForPlayer(const struct FUniqueNetIdRepl& MemberUniqueId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetLoadoutForPlayer");

	Params::FortMcpContext_GetLoadoutForPlayer Parms{};

	Parms.MemberUniqueId = std::move(MemberUniqueId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetLocalAccountInfo
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortPrivateAccountInfo          Result                                                 (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void UFortMcpContext::GetLocalAccountInfo(struct FFortPrivateAccountInfo* Result) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetLocalAccountInfo");

	Params::FortMcpContext_GetLocalAccountInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Result != nullptr)
		*Result = std::move(Parms.Result);
}


// Function FortniteGame.FortMcpContext.GetMaxAccountLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetMaxAccountLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetMaxAccountLevel");

	Params::FortMcpContext_GetMaxAccountLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetMcpProfile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortMcpProfileCampaign*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMcpProfileCampaign* UFortMcpContext::GetMcpProfile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetMcpProfile");

	Params::FortMcpContext_GetMcpProfile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetNextGiftBox
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortGiftBoxItem*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGiftBoxItem* UFortMcpContext::GetNextGiftBox() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetNextGiftBox");

	Params::FortMcpContext_GetNextGiftBox Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetNextMessage
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortGiftBoxItem*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortGiftBoxItem* UFortMcpContext::GetNextMessage() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetNextMessage");

	Params::FortMcpContext_GetNextMessage Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetNumFriendCodesToIssue
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           CodeType                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetNumFriendCodesToIssue(const class FString& CodeType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetNumFriendCodesToIssue");

	Params::FortMcpContext_GetNumFriendCodesToIssue Parms{};

	Parms.CodeType = std::move(CodeType);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetPendingItemCacheRewards
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UFortItem*>                OutItemCacheRewards                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortMcpContext::GetPendingItemCacheRewards(TArray<class UFortItem*>* OutItemCacheRewards) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetPendingItemCacheRewards");

	Params::FortMcpContext_GetPendingItemCacheRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutItemCacheRewards != nullptr)
		*OutItemCacheRewards = std::move(Parms.OutItemCacheRewards);
}


// Function FortniteGame.FortMcpContext.GetPersonalXpBonusPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetPersonalXpBonusPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetPersonalXpBonusPercent");

	Params::FortMcpContext_GetPersonalXpBonusPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetPersonnelXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetPersonnelXpBalance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetPersonnelXpBalance");

	Params::FortMcpContext_GetPersonnelXpBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetPlayersXPPercentContributionToLocalPlayer
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetPlayersXPPercentContributionToLocalPlayer(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetPlayersXPPercentContributionToLocalPlayer");

	Params::FortMcpContext_GetPlayersXPPercentContributionToLocalPlayer Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetRestXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetRestXpBalance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetRestXpBalance");

	Params::FortMcpContext_GetRestXpBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetRestXpBonusPercent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetRestXpBonusPercent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetRestXpBonusPercent");

	Params::FortMcpContext_GetRestXpBonusPercent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetSchematicXpBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetSchematicXpBalance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetSchematicXpBalance");

	Params::FortMcpContext_GetSchematicXpBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetTencentIdString
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortMcpContext::GetTencentIdString() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetTencentIdString");

	Params::FortMcpContext_GetTencentIdString Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetUpgradeXPBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortItemType                           ItemTypeToBeUpgraded                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetUpgradeXPBalance(const EFortItemType ItemTypeToBeUpgraded) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetUpgradeXPBalance");

	Params::FortMcpContext_GetUpgradeXPBalance Parms{};

	Parms.ItemTypeToBeUpgraded = ItemTypeToBeUpgraded;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.GetXpBoostBalance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpContext::GetXpBoostBalance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "GetXpBoostBalance");

	Params::FortMcpContext_GetXpBoostBalance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.HasEULADownloaded
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::HasEULADownloaded() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "HasEULADownloaded");

	Params::FortMcpContext_HasEULADownloaded Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.HasMfaBeenEnabledAtSomePoint
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::HasMfaBeenEnabledAtSomePoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "HasMfaBeenEnabledAtSomePoint");

	Params::FortMcpContext_HasMfaBeenEnabledAtSomePoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.HasPendingDifficultyIncreaseRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::HasPendingDifficultyIncreaseRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "HasPendingDifficultyIncreaseRewards");

	Params::FortMcpContext_HasPendingDifficultyIncreaseRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.HasPendingMissionAlertRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::HasPendingMissionAlertRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "HasPendingMissionAlertRewards");

	Params::FortMcpContext_HasPendingMissionAlertRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsDailyRewardAvailable
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   OutMinutesUntilNextReward                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsDailyRewardAvailable(int32* OutMinutesUntilNextReward) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsDailyRewardAvailable");

	Params::FortMcpContext_IsDailyRewardAvailable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutMinutesUntilNextReward != nullptr)
		*OutMinutesUntilNextReward = Parms.OutMinutesUntilNextReward;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsLocalPlayersUniqueID
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FUniqueNetIdRepl                 PlayerID                                               (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsLocalPlayersUniqueID(const struct FUniqueNetIdRepl& PlayerID) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsLocalPlayersUniqueID");

	Params::FortMcpContext_IsLocalPlayersUniqueID Parms{};

	Parms.PlayerID = std::move(PlayerID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsOwned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsOwned(const class FString& OfferId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsOwned");

	Params::FortMcpContext_IsOwned Parms{};

	Parms.OfferId = std::move(OfferId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsPendingAccountTransfer
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        EstimatedCompletionMax                                 (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsPendingAccountTransfer(struct FDateTime* EstimatedCompletionMax) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsPendingAccountTransfer");

	Params::FortMcpContext_IsPendingAccountTransfer Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (EstimatedCompletionMax != nullptr)
		*EstimatedCompletionMax = std::move(Parms.EstimatedCompletionMax);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsRealMoneyPurchasePending
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsRealMoneyPurchasePending() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsRealMoneyPurchasePending");

	Params::FortMcpContext_IsRealMoneyPurchasePending Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsUserCurrentlyBanned
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FMcpBanInfo                      BanInfo                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsUserCurrentlyBanned(const struct FMcpBanInfo& BanInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsUserCurrentlyBanned");

	Params::FortMcpContext_IsUserCurrentlyBanned Parms{};

	Parms.BanInfo = std::move(BanInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.IsValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpContext::IsValid(const class FString& OfferId) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "IsValid");

	Params::FortMcpContext_IsValid Parms{};

	Parms.OfferId = std::move(OfferId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpContext.PurchaseOfferAsGift
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           OfferId                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quantity                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   PriceIndex                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   ReceiverAccountIds                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           GiftWrapTemplateId                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           UserMessageToRecipients                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TDelegate<void(bool bSuccess, TArray<class FString>& IneligableAccounts, TArray<class FString>& ErrorCodes)>OnComplete                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// EOfferPurchaseError                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EOfferPurchaseError UFortMcpContext::PurchaseOfferAsGift(const class FString& OfferId, int32 Quantity, int32 PriceIndex, const TArray<class FString>& ReceiverAccountIds, const class FString& GiftWrapTemplateId, const class FString& UserMessageToRecipients, const TDelegate<void(bool bSuccess, TArray<class FString>& IneligableAccounts, TArray<class FString>& ErrorCodes)>& OnComplete) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpContext", "PurchaseOfferAsGift");

	Params::FortMcpContext_PurchaseOfferAsGift Parms{};

	Parms.OfferId = std::move(OfferId);
	Parms.Quantity = Quantity;
	Parms.PriceIndex = PriceIndex;
	Parms.ReceiverAccountIds = std::move(ReceiverAccountIds);
	Parms.GiftWrapTemplateId = std::move(GiftWrapTemplateId);
	Parms.UserMessageToRecipients = std::move(UserMessageToRecipients);
	Parms.OnComplete = OnComplete;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.BulkEquipBattleRoyaleCustomization
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortAthenaLoadoutData>   LoadoutData                                            (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileAthena::BulkEquipBattleRoyaleCustomization(const TArray<struct FFortAthenaLoadoutData>& LoadoutData, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "BulkEquipBattleRoyaleCustomization");

	Params::FortMcpProfileAthena_BulkEquipBattleRoyaleCustomization Parms{};

	Parms.LoadoutData = std::move(LoadoutData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileAthena.EndBattleRoyaleGame
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortQuestObjectiveCompletion>Advance                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           PlaylistId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAthenaMatchStats                MatchStats                                             (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   FriendshipXpBoost                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CosmeticXpBoost                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AntiAddictionPlayTimeMultiplier                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ShouldAccumulateToProfileStats                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ShouldSaveToRecentGameLists                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   Medals                                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileAthena::EndBattleRoyaleGame(const TArray<struct FFortQuestObjectiveCompletion>& Advance, const class FString& PlaylistId, const struct FAthenaMatchStats& MatchStats, int32 FriendshipXpBoost, int32 CosmeticXpBoost, float AntiAddictionPlayTimeMultiplier, bool ShouldAccumulateToProfileStats, bool ShouldSaveToRecentGameLists, const TArray<class FString>& Medals, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "EndBattleRoyaleGame");

	Params::FortMcpProfileAthena_EndBattleRoyaleGame Parms{};

	Parms.Advance = std::move(Advance);
	Parms.PlaylistId = std::move(PlaylistId);
	Parms.MatchStats = std::move(MatchStats);
	Parms.FriendshipXpBoost = FriendshipXpBoost;
	Parms.CosmeticXpBoost = CosmeticXpBoost;
	Parms.AntiAddictionPlayTimeMultiplier = AntiAddictionPlayTimeMultiplier;
	Parms.ShouldAccumulateToProfileStats = ShouldAccumulateToProfileStats;
	Parms.ShouldSaveToRecentGameLists = ShouldSaveToRecentGameLists;
	Parms.Medals = std::move(Medals);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileAthena.EquipBattleRoyaleCustomization
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// EAthenaCustomizationCategory            SlotName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ItemToSlot                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   IndexWithinSlot                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FMcpVariantReader>        VariantUpdates                                         (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileAthena::EquipBattleRoyaleCustomization(EAthenaCustomizationCategory SlotName, const class FString& ItemToSlot, int32 IndexWithinSlot, const TArray<struct FMcpVariantReader>& VariantUpdates, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "EquipBattleRoyaleCustomization");

	Params::FortMcpProfileAthena_EquipBattleRoyaleCustomization Parms{};

	Parms.SlotName = SlotName;
	Parms.ItemToSlot = std::move(ItemToSlot);
	Parms.IndexWithinSlot = IndexWithinSlot;
	Parms.VariantUpdates = std::move(VariantUpdates);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileAthena.GetSeasonLevelInfo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   SeasonLevel                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAthenaSeasonRewardLevelInfo     ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FAthenaSeasonRewardLevelInfo UFortMcpProfileAthena::GetSeasonLevelInfo(int32 SeasonLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetSeasonLevelInfo");

	Params::FortMcpProfileAthena_GetSeasonLevelInfo Parms{};

	Parms.SeasonLevel = SeasonLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.GetSeasonLevelUpReward
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// int32                                   SeasonLevel                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortItemInstanceQuantityPair    Reward                                                 (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// int32                                   RewardLevel                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpProfileAthena::GetSeasonLevelUpReward(int32 SeasonLevel, struct FFortItemInstanceQuantityPair* Reward, int32* RewardLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetSeasonLevelUpReward");

	Params::FortMcpProfileAthena_GetSeasonLevelUpReward Parms{};

	Parms.SeasonLevel = SeasonLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Reward != nullptr)
		*Reward = std::move(Parms.Reward);

	if (RewardLevel != nullptr)
		*RewardLevel = Parms.RewardLevel;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.ReportConsumableUsed
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// int32                                   UsedQuantity                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ItemType                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileAthena::ReportConsumableUsed(int32 UsedQuantity, const class FString& ItemType, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "ReportConsumableUsed");

	Params::FortMcpProfileAthena_ReportConsumableUsed Parms{};

	Parms.UsedQuantity = UsedQuantity;
	Parms.ItemType = std::move(ItemType);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileAthena.SetBattleRoyaleBanner
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// class FString                           HomebaseBannerIconId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           HomebaseBannerColorId                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileAthena::SetBattleRoyaleBanner(const class FString& HomebaseBannerIconId, const class FString& HomebaseBannerColorId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "SetBattleRoyaleBanner");

	Params::FortMcpProfileAthena_SetBattleRoyaleBanner Parms{};

	Parms.HomebaseBannerIconId = std::move(HomebaseBannerIconId);
	Parms.HomebaseBannerColorId = std::move(HomebaseBannerColorId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileAthena.CanPurchaseSeasonBook
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpProfileAthena::CanPurchaseSeasonBook() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "CanPurchaseSeasonBook");

	Params::FortMcpProfileAthena_CanPurchaseSeasonBook Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.GetActiveSeasonDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAthenaSeasonItemDefinition*      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaSeasonItemDefinition* UFortMcpProfileAthena::GetActiveSeasonDefinition() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetActiveSeasonDefinition");

	Params::FortMcpProfileAthena_GetActiveSeasonDefinition Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.GetSeasonBookLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpProfileAthena::GetSeasonBookLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetSeasonBookLevel");

	Params::FortMcpProfileAthena_GetSeasonBookLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.GetSeasonFriendMatchXpBoost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpProfileAthena::GetSeasonFriendMatchXpBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetSeasonFriendMatchXpBoost");

	Params::FortMcpProfileAthena_GetSeasonFriendMatchXpBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.GetSeasonMatchXpBoost
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMcpProfileAthena::GetSeasonMatchXpBoost() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "GetSeasonMatchXpBoost");

	Params::FortMcpProfileAthena_GetSeasonMatchXpBoost Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthena.HasPurchasedSeasonBook
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMcpProfileAthena::HasPurchasedSeasonBook() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthena", "HasPurchasedSeasonBook");

	Params::FortMcpProfileAthena_HasPurchasedSeasonBook Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthenaStats.GetLifeTimeAndSeasonList
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<class UAthenaSeasonStats*>       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UAthenaSeasonStats*> UFortMcpProfileAthenaStats::GetLifeTimeAndSeasonList()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthenaStats", "GetLifeTimeAndSeasonList");

	Params::FortMcpProfileAthenaStats_GetLifeTimeAndSeasonList Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileAthenaStats.GetLifetimeStats
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaSeasonStats*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaSeasonStats* UFortMcpProfileAthenaStats::GetLifetimeStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileAthenaStats", "GetLifetimeStats");

	Params::FortMcpProfileAthenaStats_GetLifetimeStats Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMcpProfileCommonPublic.SetHomebaseBanner
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           HomebaseBannerIconId                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           HomebaseBannerColorId                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonPublic::SetHomebaseBanner(const class FString& HomebaseBannerIconId, const class FString& HomebaseBannerColorId, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonPublic", "SetHomebaseBanner");

	Params::FortMcpProfileCommonPublic_SetHomebaseBanner Parms{};

	Parms.HomebaseBannerIconId = std::move(HomebaseBannerIconId);
	Parms.HomebaseBannerColorId = std::move(HomebaseBannerColorId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCommonPublic.SetHomebaseName
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           HomebaseName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCommonPublic::SetHomebaseName(const class FString& HomebaseName, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCommonPublic", "SetHomebaseName");

	Params::FortMcpProfileCommonPublic_SetHomebaseName Parms{};

	Parms.HomebaseName = std::move(HomebaseName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.CreateNewIsland
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::CreateNewIsland(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "CreateNewIsland");

	Params::FortMcpProfileCreative_CreateNewIsland Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.DeleteIsland
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::DeleteIsland(const class FString& PlotItemId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "DeleteIsland");

	Params::FortMcpProfileCreative_DeleteIsland Parms{};

	Parms.PlotItemId = std::move(PlotItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.ModifyCreativePlotPermissions
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCreativePlotPermission             Permission                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   AccountIds                                             (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::ModifyCreativePlotPermissions(const class FString& PlotItemId, EFortCreativePlotPermission Permission, const TArray<class FString>& AccountIds, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "ModifyCreativePlotPermissions");

	Params::FortMcpProfileCreative_ModifyCreativePlotPermissions Parms{};

	Parms.PlotItemId = std::move(PlotItemId);
	Parms.Permission = Permission;
	Parms.AccountIds = std::move(AccountIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.RestoreDeletedIsland
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::RestoreDeletedIsland(const class FString& PlotItemId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "RestoreDeletedIsland");

	Params::FortMcpProfileCreative_RestoreDeletedIsland Parms{};

	Parms.PlotItemId = std::move(PlotItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.SetCreativePlotMetadata
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Locale                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Title                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Tagline                                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           YoutubeVideoId                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Introduction                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::SetCreativePlotMetadata(const class FString& PlotItemId, const class FString& Locale, const class FString& Title, const class FString& Tagline, const class FString& YoutubeVideoId, const class FString& Introduction, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "SetCreativePlotMetadata");

	Params::FortMcpProfileCreative_SetCreativePlotMetadata Parms{};

	Parms.PlotItemId = std::move(PlotItemId);
	Parms.Locale = std::move(Locale);
	Parms.Title = std::move(Title);
	Parms.Tagline = std::move(Tagline);
	Parms.YoutubeVideoId = std::move(YoutubeVideoId);
	Parms.Introduction = std::move(Introduction);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.SetLastUsedCreativePlot
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::SetLastUsedCreativePlot(const class FString& PlotItemId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "SetLastUsedCreativePlot");

	Params::FortMcpProfileCreative_SetLastUsedCreativePlot Parms{};

	Parms.PlotItemId = std::move(PlotItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileCreative.UpdatePlotPublishInfo
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LinkCode                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   LinkVersion                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileCreative::UpdatePlotPublishInfo(const class FString& PlotItemId, const class FString& LinkCode, int32 LinkVersion, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileCreative", "UpdatePlotPublishInfo");

	Params::FortMcpProfileCreative_UpdatePlotPublishInfo Parms{};

	Parms.PlotItemId = std::move(PlotItemId);
	Parms.LinkCode = std::move(LinkCode);
	Parms.LinkVersion = LinkVersion;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.AbortDisintegration
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::AbortDisintegration(struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "AbortDisintegration");

	Params::FortMcpProfileWorld_AbortDisintegration Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.BatchUpdatePlayers
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortBatchUpdatePlayer_Update>Updates                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::BatchUpdatePlayers(const TArray<struct FFortBatchUpdatePlayer_Update>& Updates, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdatePlayers");

	Params::FortMcpProfileWorld_BatchUpdatePlayers Parms{};

	Parms.Updates = std::move(Updates);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.BatchUpdatePlayers_DeployableBase
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortBatchUpdatePlayer_Update>Updates                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FFortBatchUpdatePlayer_DeployableBaseUpdate>DeployableBaseUpdates                                  (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::BatchUpdatePlayers_DeployableBase(const TArray<struct FFortBatchUpdatePlayer_Update>& Updates, const TArray<struct FFortBatchUpdatePlayer_DeployableBaseUpdate>& DeployableBaseUpdates, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdatePlayers_DeployableBase");

	Params::FortMcpProfileWorld_BatchUpdatePlayers_DeployableBase Parms{};

	Parms.Updates = std::move(Updates);
	Parms.DeployableBaseUpdates = std::move(DeployableBaseUpdates);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.BatchUpdatePlayers_Outpost
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FFortBatchUpdatePlayer_Update>Updates                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           OutpostId                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortOutpostCoreInfo             OutpostInfo                                            (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FFortCloudSaveInfo               CloudSaveInfo                                          (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::BatchUpdatePlayers_Outpost(const TArray<struct FFortBatchUpdatePlayer_Update>& Updates, const class FString& OutpostId, const struct FFortOutpostCoreInfo& OutpostInfo, const struct FFortCloudSaveInfo& CloudSaveInfo, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "BatchUpdatePlayers_Outpost");

	Params::FortMcpProfileWorld_BatchUpdatePlayers_Outpost Parms{};

	Parms.Updates = std::move(Updates);
	Parms.OutpostId = std::move(OutpostId);
	Parms.OutpostInfo = std::move(OutpostInfo);
	Parms.CloudSaveInfo = std::move(CloudSaveInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.CraftWorldItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TargetSchematicItemId                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumTimesToCraft                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           TargetSchematicTier                                    (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::CraftWorldItem(const class FString& TargetSchematicItemId, int32 NumTimesToCraft, const class FString& TargetSchematicTier, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "CraftWorldItem");

	Params::FortMcpProfileWorld_CraftWorldItem Parms{};

	Parms.TargetSchematicItemId = std::move(TargetSchematicItemId);
	Parms.NumTimesToCraft = NumTimesToCraft;
	Parms.TargetSchematicTier = std::move(TargetSchematicTier);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.DepositPostResources
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemsToDepositIds                                      (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           ItemCountsToDeposit                                    (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::DepositPostResources(const TArray<class FString>& ItemsToDepositIds, const TArray<int32>& ItemCountsToDeposit, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "DepositPostResources");

	Params::FortMcpProfileWorld_DepositPostResources Parms{};

	Parms.ItemsToDepositIds = std::move(ItemsToDepositIds);
	Parms.ItemCountsToDeposit = std::move(ItemCountsToDeposit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.DestroyWorldItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemIds                                                (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::DestroyWorldItems(const TArray<class FString>& ItemIds, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "DestroyWorldItems");

	Params::FortMcpProfileWorld_DestroyWorldItems Parms{};

	Parms.ItemIds = std::move(ItemIds);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.DisassembleWorldItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FItemIdAndQuantityPair>   TargetItemIdAndQuantityPairs                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::DisassembleWorldItems(const TArray<struct FItemIdAndQuantityPair>& TargetItemIdAndQuantityPairs, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "DisassembleWorldItems");

	Params::FortMcpProfileWorld_DisassembleWorldItems Parms{};

	Parms.TargetItemIdAndQuantityPairs = std::move(TargetItemIdAndQuantityPairs);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.DisintegrateItems
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   ItemsToDisintegrateIds                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<int32>                           ItemCountsToDisintegrate                               (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::DisintegrateItems(const TArray<class FString>& ItemsToDisintegrateIds, const TArray<int32>& ItemCountsToDisintegrate, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "DisintegrateItems");

	Params::FortMcpProfileWorld_DisintegrateItems Parms{};

	Parms.ItemsToDisintegrateIds = std::move(ItemsToDisintegrateIds);
	Parms.ItemCountsToDisintegrate = std::move(ItemCountsToDisintegrate);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.FabricateItem
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// class FString                           TemplateId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::FabricateItem(const class FString& TemplateId, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "FabricateItem");

	Params::FortMcpProfileWorld_FabricateItem Parms{};

	Parms.TemplateId = std::move(TemplateId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.InitializeTheater
// (Net, NetReliable, NetRequest, Native, Event, Protected, HasOutParams)
// Parameters:
// class FString                           TheaterGuid                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::InitializeTheater(const class FString& TheaterGuid, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "InitializeTheater");

	Params::FortMcpProfileWorld_InitializeTheater Parms{};

	Parms.TheaterGuid = std::move(TheaterGuid);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.LockProfiles
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// class FString                           Code                                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Timeout                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::LockProfiles(const class FString& Code, int32 Timeout, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "LockProfiles");

	Params::FortMcpProfileWorld_LockProfiles Parms{};

	Parms.Code = std::move(Code);
	Parms.Timeout = Timeout;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.ModifyQuickbar
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<class FString>                   PrimaryQuickbarChoices                                 (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           SecondaryQuickbarChoice                                (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::ModifyQuickbar(const TArray<class FString>& PrimaryQuickbarChoices, const class FString& SecondaryQuickbarChoice, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "ModifyQuickbar");

	Params::FortMcpProfileWorld_ModifyQuickbar Parms{};

	Parms.PrimaryQuickbarChoices = std::move(PrimaryQuickbarChoices);
	Parms.SecondaryQuickbarChoice = std::move(SecondaryQuickbarChoice);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.StorageTransfer
// (Net, NetReliable, NetRequest, Native, Event, Public, HasOutParams)
// Parameters:
// TArray<struct FItemTransferOperation>   TransferOperations                                     (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// struct FClientUrlContext                Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::StorageTransfer(const TArray<struct FItemTransferOperation>& TransferOperations, struct FClientUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "StorageTransfer");

	Params::FortMcpProfileWorld_StorageTransfer Parms{};

	Parms.TransferOperations = std::move(TransferOperations);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMcpProfileWorld.UnlockProfiles
// (Final, Net, NetReliable, NetRequest, Native, Event, Private, HasOutParams)
// Parameters:
// class FString                           Code                                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDedicatedServerUrlContext       Context                                                (Parm, OutParm, RepSkip, NativeAccessSpecifierPublic)

void UFortMcpProfileWorld::UnlockProfiles(const class FString& Code, struct FDedicatedServerUrlContext* Context)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMcpProfileWorld", "UnlockProfiles");

	Params::FortMcpProfileWorld_UnlockProfiles Parms{};

	Parms.Code = std::move(Code);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Context != nullptr)
		*Context = std::move(Parms.Context);
}


// Function FortniteGame.FortMinigameManager.SendStatEventWithTags
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortQuestObjectiveStatEvent            Type                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          TargetObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            TargetTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            SourceTags                                             (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            ContextTags                                            (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMinigameManager::SendStatEventWithTags(EFortQuestObjectiveStatEvent Type, class UObject* TargetObject, const struct FGameplayTagContainer& TargetTags, const struct FGameplayTagContainer& SourceTags, const struct FGameplayTagContainer& ContextTags, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameManager", "SendStatEventWithTags");

	Params::FortMinigameManager_SendStatEventWithTags Parms{};

	Parms.Type = Type;
	Parms.TargetObject = TargetObject;
	Parms.TargetTags = std::move(TargetTags);
	Parms.SourceTags = std::move(SourceTags);
	Parms.ContextTags = std::move(ContextTags);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMinigameManager.GetSourceAndContextTags
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            OutSourceTags                                          (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            OutContextTags                                         (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortMinigameManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameManager", "GetSourceAndContextTags");

	Params::FortMinigameManager_GetSourceAndContextTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSourceTags != nullptr)
		*OutSourceTags = std::move(Parms.OutSourceTags);

	if (OutContextTags != nullptr)
		*OutContextTags = std::move(Parms.OutContextTags);
}


// Function FortniteGame.FortMinigameStatFilter.Compare
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// int32                                   FirstScore                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SecondScore                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortMinigameStatFilter::Compare(int32 FirstScore, int32 SecondScore) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameStatFilter", "Compare");

	Params::FortMinigameStatFilter_Compare Parms{};

	Parms.FirstScore = FirstScore;
	Parms.SecondScore = SecondScore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameStatFilter.FormatStat
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// int32                                   InCount                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortMinigameStatFilter::FormatStat(int32 InCount) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameStatFilter", "FormatStat");

	Params::FortMinigameStatFilter_FormatStat Parms{};

	Parms.InCount = InCount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMinigameStatFilter.Matches
// (Native, Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// EFortQuestObjectiveStatEvent            InStatEvent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UObject*                          InTargetObject                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            InPlayerController                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InTargetTags                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InSourceTags                                           (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            InContextTags                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMinigameStatFilter::Matches(EFortQuestObjectiveStatEvent InStatEvent, class UObject* InTargetObject, class AFortPlayerController* InPlayerController, const struct FGameplayTagContainer& InTargetTags, const struct FGameplayTagContainer& InSourceTags, const struct FGameplayTagContainer& InContextTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMinigameStatFilter", "Matches");

	Params::FortMinigameStatFilter_Matches Parms{};

	Parms.InStatEvent = InStatEvent;
	Parms.InTargetObject = InTargetObject;
	Parms.InPlayerController = InPlayerController;
	Parms.InTargetTags = std::move(InTargetTags);
	Parms.InSourceTags = std::move(InSourceTags);
	Parms.InContextTags = std::move(InContextTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerSpawnedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _SpawnedPlayerController                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerSpawnedParams::BreakParams(class AFortPlayerController** _SpawnedPlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnedParams", "BreakParams");

	Params::FortPlayerSpawnedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_SpawnedPlayerController != nullptr)
		*_SpawnedPlayerController = Parms._SpawnedPlayerController;
}


// Function FortniteGame.FortPlayerSpawnedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _SpawnedPlayerController                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerSpawnedParams*         ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerSpawnedParams::SetParams(class AFortPlayerController* _SpawnedPlayerController, class UFortPlayerSpawnedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerSpawnedParams", "SetParams");

	Params::FortPlayerSpawnedParams_SetParams Parms{};

	Parms._SpawnedPlayerController = _SpawnedPlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortMiniMapComponent.OnRep_MiniMapData
// (Final, Native, Private)

void UFortMiniMapComponent::OnRep_MiniMapData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "OnRep_MiniMapData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.OverrideLocalMiniMapIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D*                       MiniMapIcon                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::OverrideLocalMiniMapIcon(class UTexture2D* MiniMapIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "OverrideLocalMiniMapIcon");

	Params::FortMiniMapComponent_OverrideLocalMiniMapIcon Parms{};

	Parms.MiniMapIcon = MiniMapIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.OverrideLocalMiniMapIndicatorIsVisible
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::OverrideLocalMiniMapIndicatorIsVisible(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "OverrideLocalMiniMapIndicatorIsVisible");

	Params::FortMiniMapComponent_OverrideLocalMiniMapIndicatorIsVisible Parms{};

	Parms.bVisible = bVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIcon
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture2D*                       MiniMapIcon                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIcon(class UTexture2D* MiniMapIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIcon");

	Params::FortMiniMapComponent_SetMiniMapIcon Parms{};

	Parms.MiniMapIcon = MiniMapIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColor
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     InColor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIconColor(const struct FLinearColor& InColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColor");

	Params::FortMiniMapComponent_SetMiniMapIconColor Parms{};

	Parms.InColor = std::move(InColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconColorPulsesPerSecond
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ColorPulsesPerSecond                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIconColorPulsesPerSecond(float ColorPulsesPerSecond)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconColorPulsesPerSecond");

	Params::FortMiniMapComponent_SetMiniMapIconColorPulsesPerSecond Parms{};

	Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconPulseColor
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     PulseColor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIconPulseColor(const struct FLinearColor& PulseColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconPulseColor");

	Params::FortMiniMapComponent_SetMiniMapIconPulseColor Parms{};

	Parms.PulseColor = std::move(PulseColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconScale
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D                        IconScale                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIconScale(const struct FVector2D& IconScale)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconScale");

	Params::FortMiniMapComponent_SetMiniMapIconScale Parms{};

	Parms.IconScale = std::move(IconScale);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIconSizePulsesPerSecond
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   SizePulsesPerSecond                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIconSizePulsesPerSecond(float SizePulsesPerSecond)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIconSizePulsesPerSecond");

	Params::FortMiniMapComponent_SetMiniMapIconSizePulsesPerSecond Parms{};

	Parms.SizePulsesPerSecond = SizePulsesPerSecond;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIndicatorIsVisible
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIndicatorIsVisible(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIndicatorIsVisible");

	Params::FortMiniMapComponent_SetMiniMapIndicatorIsVisible Parms{};

	Parms.bVisible = bVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapIndicatorIsVisibleOnMiniMap
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisibleOnMiniMap                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapIndicatorIsVisibleOnMiniMap(bool bVisibleOnMiniMap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapIndicatorIsVisibleOnMiniMap");

	Params::FortMiniMapComponent_SetMiniMapIndicatorIsVisibleOnMiniMap Parms{};

	Parms.bVisibleOnMiniMap = bVisibleOnMiniMap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMiniMapLocationOffset
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          LocationOffset                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMiniMapLocationOffset(const struct FVector& LocationOffset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMiniMapLocationOffset");

	Params::FortMiniMapComponent_SetMiniMapLocationOffset Parms{};

	Parms.LocationOffset = std::move(LocationOffset);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetMinimapViewableDistance
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ViewDistance                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetMinimapViewableDistance(float ViewDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetMinimapViewableDistance");

	Params::FortMiniMapComponent_SetMinimapViewableDistance Parms{};

	Parms.ViewDistance = ViewDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMiniMapComponent.SetupMiniMapComponent
// (Final, BlueprintAuthorityOnly, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UTexture2D*                       MiniMapIcon                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     IconColor                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     PulseColor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ColorPulsesPerSecond                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   SizePulsesPerSecond                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMiniMapComponent::SetupMiniMapComponent(class UTexture2D* MiniMapIcon, const struct FLinearColor& IconColor, const struct FLinearColor& PulseColor, float ColorPulsesPerSecond, float SizePulsesPerSecond)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMiniMapComponent", "SetupMiniMapComponent");

	Params::FortMiniMapComponent_SetupMiniMapComponent Parms{};

	Parms.MiniMapIcon = MiniMapIcon;
	Parms.IconColor = std::move(IconColor);
	Parms.PulseColor = std::move(PulseColor);
	Parms.ColorPulsesPerSecond = ColorPulsesPerSecond;
	Parms.SizePulsesPerSecond = SizePulsesPerSecond;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_ActiveThreat.HandleAISpawned
// (Final, Native, Public)
// Parameters:
// class UFortAIEncounterInfo*             Encounter                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIPawn*                      SpawnedEnemy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_ActiveThreat::HandleAISpawned(class UFortAIEncounterInfo* Encounter, class AFortAIPawn* SpawnedEnemy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_ActiveThreat", "HandleAISpawned");

	Params::FortMission_ActiveThreat_HandleAISpawned Parms{};

	Parms.Encounter = Encounter;
	Parms.SpawnedEnemy = SpawnedEnemy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_ActiveThreat.HandleAthenaGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_ActiveThreat::HandleAthenaGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_ActiveThreat", "HandleAthenaGamePhaseChanged");

	Params::FortMission_ActiveThreat_HandleAthenaGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleAISpawned
// (Final, Native, Public)
// Parameters:
// class UFortAIEncounterInfo*             Encounter                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortAIPawn*                      SpawnedEnemy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::HandleAISpawned(class UFortAIEncounterInfo* Encounter, class AFortAIPawn* SpawnedEnemy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleAISpawned");

	Params::FortMission_RiftSpawners_HandleAISpawned Parms{};

	Parms.Encounter = Encounter;
	Parms.SpawnedEnemy = SpawnedEnemy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleAthenaGamePhaseChanged
// (Final, Native, Protected)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::HandleAthenaGamePhaseChanged(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleAthenaGamePhaseChanged");

	Params::FortMission_RiftSpawners_HandleAthenaGamePhaseChanged Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleAthenaSafeZonePhaseChanged
// (Final, Native, Protected)

void AFortMission_RiftSpawners::HandleAthenaSafeZonePhaseChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleAthenaSafeZonePhaseChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleEncounterAllBurstEnemiesSpawned
// (Final, Native, Private)
// Parameters:
// class UFortAIEncounterInfo*             Encounter                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::HandleEncounterAllBurstEnemiesSpawned(class UFortAIEncounterInfo* Encounter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleEncounterAllBurstEnemiesSpawned");

	Params::FortMission_RiftSpawners_HandleEncounterAllBurstEnemiesSpawned Parms{};

	Parms.Encounter = Encounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleRampStarted
// (Final, Native, Public)
// Parameters:
// class UFortAIEncounterInfo*             Encounter                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::HandleRampStarted(class UFortAIEncounterInfo* Encounter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleRampStarted");

	Params::FortMission_RiftSpawners_HandleRampStarted Parms{};

	Parms.Encounter = Encounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.HandleRiftDamaged
// (Final, Native, Protected, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::HandleRiftDamaged(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "HandleRiftDamaged");

	Params::FortMission_RiftSpawners_HandleRiftDamaged Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.OnActiveEventsChanged
// (Final, Native, Private, HasOutParams)
// Parameters:
// TArray<class FString>                   ActiveEventFlags                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::OnActiveEventsChanged(const TArray<class FString>& ActiveEventFlags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "OnActiveEventsChanged");

	Params::FortMission_RiftSpawners_OnActiveEventsChanged Parms{};

	Parms.ActiveEventFlags = std::move(ActiveEventFlags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_RiftSpawners.SetCalendarAllowsActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bInCanBeActive                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_RiftSpawners::SetCalendarAllowsActive(bool bInCanBeActive)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_RiftSpawners", "SetCalendarAllowsActive");

	Params::FortMission_RiftSpawners_SetCalendarAllowsActive Parms{};

	Parms.bInCanBeActive = bInCanBeActive;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMission_VehicleSpawn.VehicleDestroyed
// (Final, Native, Protected)
// Parameters:
// class AActor*                           InVehicle                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMission_VehicleSpawn::VehicleDestroyed(class AActor* InVehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMission_VehicleSpawn", "VehicleDestroyed");

	Params::FortMission_VehicleSpawn_VehicleDestroyed Parms{};

	Parms.InVehicle = InVehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionManager.GetSpawnLocationActorsMatchingEntryItemQuery
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   SpawnLocationActors                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMissionManager::GetSpawnLocationActorsMatchingEntryItemQuery(class UObject* WorldContextObject, const struct FGameplayTagQuery& TagQuery, TArray<class AActor*>* SpawnLocationActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionManager", "GetSpawnLocationActorsMatchingEntryItemQuery");

	Params::FortMissionManager_GetSpawnLocationActorsMatchingEntryItemQuery Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnLocationActors != nullptr)
		*SpawnLocationActors = std::move(Parms.SpawnLocationActors);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionManager.GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery
// (Final, BlueprintAuthorityOnly, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagQuery                TagQuery                                               (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<class AActor*>                   SpawnLocationActors                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMissionManager::GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery(class UObject* WorldContextObject, const struct FGameplayTagQuery& TagQuery, TArray<class AActor*>* SpawnLocationActors)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMissionManager", "GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery");

	Params::FortMissionManager_GetSpawnLocationActorsThatHaveAddedTagsMatchingQuery Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.TagQuery = std::move(TagQuery);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SpawnLocationActors != nullptr)
		*SpawnLocationActors = std::move(Parms.SpawnLocationActors);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionManager.OnRep_CurrentUIFocusedMission
// (Native, Public)

void AFortMissionManager::OnRep_CurrentUIFocusedMission()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionManager", "OnRep_CurrentUIFocusedMission");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionManager.OnRep_EarnedBadgesArray
// (Final, Native, Protected)

void AFortMissionManager::OnRep_EarnedBadgesArray()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionManager", "OnRep_EarnedBadgesArray");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionManager.OnRep_Missions
// (Native, Protected)

void AFortMissionManager::OnRep_Missions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionManager", "OnRep_Missions");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionManager.OnRep_MissionUIActors
// (Native, Protected)

void AFortMissionManager::OnRep_MissionUIActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionManager", "OnRep_MissionUIActors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionManager.ShouldShowSecondaryMissionHeaders
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortMissionManager::ShouldShowSecondaryMissionHeaders() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionManager", "ShouldShowSecondaryMissionHeaders");

	Params::FortMissionManager_ShouldShowSecondaryMissionHeaders Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionPowerPointsInterface.GetAvailabilityWeight
// (Native, Public, Const)
// Parameters:
// float                                   DifficultyLevel                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortMissionPowerPointsInterface::GetAvailabilityWeight(float DifficultyLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetAvailabilityWeight");

	Params::FortMissionPowerPointsInterface_GetAvailabilityWeight Parms{};

	Parms.DifficultyLevel = DifficultyLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionPowerPointsInterface.GetInitialRangeLerpValue
// (Native, Public, Const)
// Parameters:
// float                                   PointsAvailable                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortMissionPowerPointsInterface::GetInitialRangeLerpValue(float PointsAvailable) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetInitialRangeLerpValue");

	Params::FortMissionPowerPointsInterface_GetInitialRangeLerpValue Parms{};

	Parms.PointsAvailable = PointsAvailable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionPowerPointsInterface.GetMaxRangeLerpValue
// (Native, Public, Const)
// Parameters:
// float                                   PointsAvailable                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   PreviousLerpValue                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortMissionPowerPointsInterface::GetMaxRangeLerpValue(float PointsAvailable, float PreviousLerpValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetMaxRangeLerpValue");

	Params::FortMissionPowerPointsInterface_GetMaxRangeLerpValue Parms{};

	Parms.PointsAvailable = PointsAvailable;
	Parms.PreviousLerpValue = PreviousLerpValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionPowerPointsInterface.GetPowerPointsCost
// (Native, Public, Const)
// Parameters:
// float                                   LerpValue                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortMissionPowerPointsInterface::GetPowerPointsCost(float LerpValue) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionPowerPointsInterface", "GetPowerPointsCost");

	Params::FortMissionPowerPointsInterface_GetPowerPointsCost Parms{};

	Parms.LerpValue = LerpValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBuildingUpgradedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   _OriginalBuilding                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor*                   _NewBuilding                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Editor                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingUpgradedParams::BreakParams(class ABuildingActor** _OriginalBuilding, class ABuildingActor** _NewBuilding, EFortBuildingType* _BuildingType, class AFortPlayerController** _Editor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingUpgradedParams", "BreakParams");

	Params::FortBuildingUpgradedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_OriginalBuilding != nullptr)
		*_OriginalBuilding = Parms._OriginalBuilding;

	if (_NewBuilding != nullptr)
		*_NewBuilding = Parms._NewBuilding;

	if (_BuildingType != nullptr)
		*_BuildingType = Parms._BuildingType;

	if (_Editor != nullptr)
		*_Editor = Parms._Editor;
}


// Function FortniteGame.FortBuildingUpgradedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   _OriginalBuilding                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor*                   _NewBuilding                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Editor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingUpgradedParams*      ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingUpgradedParams::SetParams(class ABuildingActor* _OriginalBuilding, class ABuildingActor* _NewBuilding, EFortBuildingType _BuildingType, class AFortPlayerController* _Editor, class UFortBuildingUpgradedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingUpgradedParams", "SetParams");

	Params::FortBuildingUpgradedParams_SetParams Parms{};

	Parms._OriginalBuilding = _OriginalBuilding;
	Parms._NewBuilding = _NewBuilding;
	Parms._BuildingType = _BuildingType;
	Parms._Editor = _Editor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortMissionStormSafeZone.GetSafeZoneRadius
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortMissionStormSafeZone::GetSafeZoneRadius()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormSafeZone", "GetSafeZoneRadius");

	Params::FortMissionStormSafeZone_GetSafeZoneRadius Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionStormSafeZone.OnRep_ZoneRadius
// (Final, Native, Protected)

void AFortMissionStormSafeZone::OnRep_ZoneRadius()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormSafeZone", "OnRep_ZoneRadius");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMissionStormSafeZone.SetSafeZoneRadius
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InRadius                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMissionStormSafeZone::SetSafeZoneRadius(const float InRadius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionStormSafeZone", "SetSafeZoneRadius");

	Params::FortMissionStormSafeZone_SetSafeZoneRadius Parms{};

	Parms.InRadius = InRadius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUINotification.ClearNotification
// (BlueprintCosmetic, Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UFortUINotification::ClearNotification()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "ClearNotification");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUINotification.CreateWidget
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class APlayerController*                OwningPlayer                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UUserWidget*                      ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UUserWidget* UFortUINotification::CreateWidget(class APlayerController* OwningPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "CreateWidget");

	Params::FortUINotification_CreateWidget Parms{};

	Parms.OwningPlayer = OwningPlayer;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUINotification.GetImageOverride
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UTexture2D*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UTexture2D* UFortUINotification::GetImageOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "GetImageOverride");

	Params::FortUINotification_GetImageOverride Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUINotification.NotificationShown
// (BlueprintCosmetic, Native, Event, Public, BlueprintCallable, BlueprintEvent)

void UFortUINotification::NotificationShown()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "NotificationShown");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUINotification.SetPriority
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortNotificationPriority               InPriority                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortUINotification::SetPriority(EFortNotificationPriority InPriority)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "SetPriority");

	Params::FortUINotification_SetPriority Parms{};

	Parms.InPriority = InPriority;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUINotification.TakeAction
// (Native, Public, BlueprintCallable)

void UFortUINotification::TakeAction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "TakeAction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortUINotification.GetPriority
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortNotificationPriority               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortNotificationPriority UFortUINotification::GetPriority() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "GetPriority");

	Params::FortUINotification_GetPriority Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortUINotification.ShouldShowNotification
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortUINotification::ShouldShowNotification() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUINotification", "ShouldShowNotification");

	Params::FortUINotification_ShouldShowNotification Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMissionVoteUINotification.OnActionTaken
// (Event, Public, BlueprintEvent)

void UFortMissionVoteUINotification::OnActionTaken()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionVoteUINotification", "OnActionTaken");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortMobileInteractionComponent.SetCameraPush
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Offset                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetCameraPush(float Offset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetCameraPush");

	Params::FortMobileInteractionComponent_SetCameraPush Parms{};

	Parms.Offset = Offset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetExtents
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          Extents                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetExtents(const struct FVector& Extents)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetExtents");

	Params::FortMobileInteractionComponent_SetExtents Parms{};

	Parms.Extents = std::move(Extents);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EMobileInteractionIconTypes             IconType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetIcon(EMobileInteractionIconTypes IconType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetIcon");

	Params::FortMobileInteractionComponent_SetIcon Parms{};

	Parms.IconType = IconType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetRadialDuration
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetRadialDuration(float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetRadialDuration");

	Params::FortMobileInteractionComponent_SetRadialDuration Parms{};

	Parms.Duration = Duration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetRadialOpacity
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   Opacity                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetRadialOpacity(float Opacity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetRadialOpacity");

	Params::FortMobileInteractionComponent_SetRadialOpacity Parms{};

	Parms.Opacity = Opacity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetRadialStartTime
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// float                                   StartTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetRadialStartTime(float StartTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetRadialStartTime");

	Params::FortMobileInteractionComponent_SetRadialStartTime Parms{};

	Parms.StartTime = StartTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetRarityColor
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     InColor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::SetRarityColor(const struct FLinearColor& InColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetRarityColor");

	Params::FortMobileInteractionComponent_SetRarityColor Parms{};

	Parms.InColor = std::move(InColor);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.SetVisibleStartTime
// (Final, Native, Public, BlueprintCallable)

void UFortMobileInteractionComponent::SetVisibleStartTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "SetVisibleStartTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.StartRadialTimer
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Duration                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMobileInteractionComponent::StartRadialTimer(float Duration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "StartRadialTimer");

	Params::FortMobileInteractionComponent_StartRadialTimer Parms{};

	Parms.Duration = Duration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.StopRadialTimer
// (Final, Native, Public, BlueprintCallable)

void UFortMobileInteractionComponent::StopRadialTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "StopRadialTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMobileInteractionComponent.IsAvailable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMobileInteractionComponent::IsAvailable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMobileInteractionComponent", "IsAvailable");

	Params::FortMobileInteractionComponent_IsAvailable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMobileKismetLibrary.Get3DTouchEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMobileKismetLibrary::Get3DTouchEnabled(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMobileKismetLibrary", "Get3DTouchEnabled");

	Params::FortMobileKismetLibrary_Get3DTouchEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMobileKismetLibrary.GetAutoFireEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMobileKismetLibrary::GetAutoFireEnabled(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMobileKismetLibrary", "GetAutoFireEnabled");

	Params::FortMobileKismetLibrary_GetAutoFireEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMobileKismetLibrary.GetDedicatedButtonEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMobileKismetLibrary::GetDedicatedButtonEnabled(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMobileKismetLibrary", "GetDedicatedButtonEnabled");

	Params::FortMobileKismetLibrary_GetDedicatedButtonEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMobileKismetLibrary.GetTapToFireEnabled
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMobileKismetLibrary::GetTapToFireEnabled(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMobileKismetLibrary", "GetTapToFireEnabled");

	Params::FortMobileKismetLibrary_GetTapToFireEnabled Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMountedCannon.OnLaunchPawn
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMountedCannon::OnLaunchPawn(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedCannon", "OnLaunchPawn");

	Params::FortMountedCannon_OnLaunchPawn Parms{};

	Parms.Pawn = Pawn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMountedCannon.OnPostExitVehicle
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        ExitingPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SeatIndex                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMountedCannon::OnPostExitVehicle(class AFortPawn* ExitingPawn, int32 SeatIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedCannon", "OnPostExitVehicle");

	Params::FortMountedCannon_OnPostExitVehicle Parms{};

	Parms.ExitingPawn = ExitingPawn;
	Parms.SeatIndex = SeatIndex;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortSeasonalEventManager.GetBRXPBonusPoints
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortSeasonalEventManager::GetBRXPBonusPoints() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSeasonalEventManager", "GetBRXPBonusPoints");

	Params::FortSeasonalEventManager_GetBRXPBonusPoints Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSeasonalEventManager.GetCalendarOffsetString
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           OutString                                              (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortSeasonalEventManager::GetCalendarOffsetString(class FString* OutString) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSeasonalEventManager", "GetCalendarOffsetString");

	Params::FortSeasonalEventManager_GetCalendarOffsetString Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutString != nullptr)
		*OutString = std::move(Parms.OutString);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSeasonalEventManager.IsEventFlagActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           QueriedEventFlagName                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortSeasonalEventManager::IsEventFlagActive(const class FString& QueriedEventFlagName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSeasonalEventManager", "IsEventFlagActive");

	Params::FortSeasonalEventManager_IsEventFlagActive Parms{};

	Parms.QueriedEventFlagName = std::move(QueriedEventFlagName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMountedWeaponInterface.AddToIgnoreActors
// (Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortMountedWeaponInterface::AddToIgnoreActors(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedWeaponInterface", "AddToIgnoreActors");

	Params::FortMountedWeaponInterface_AddToIgnoreActors Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMountedWeaponInterface.GetHostVehicleCached
// (Native, Public, BlueprintCallable)
// Parameters:
// class AFortAthenaVehicle*               ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortAthenaVehicle* IFortMountedWeaponInterface::GetHostVehicleCached()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMountedWeaponInterface", "GetHostVehicleCached");

	Params::FortMountedWeaponInterface_GetHostVehicleCached Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMovementSet.OnRep_SpeedMultiplier
// (Final, Native, Public)

void UFortMovementSet::OnRep_SpeedMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMovementSet", "OnRep_SpeedMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMtxWallets.GetAvailableAppStores
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<EAppStore>                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<EAppStore> UFortMtxWallets::GetAvailableAppStores()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMtxWallets", "GetAvailableAppStores");

	Params::FortMtxWallets_GetAvailableAppStores Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMtxWallets.GetSelectedAppStore
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// EAppStore                               OutAppStore                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortMtxWallets::GetSelectedAppStore(EAppStore* OutAppStore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMtxWallets", "GetSelectedAppStore");

	Params::FortMtxWallets_GetSelectedAppStore Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutAppStore != nullptr)
		*OutAppStore = Parms.OutAppStore;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMtxWallets.SetSelectedAppStore
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EAppStore                               InAppStore                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMtxWallets::SetSelectedAppStore(const EAppStore InAppStore)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortMtxWallets", "SetSelectedAppStore");

	Params::FortMtxWallets_SetSelectedAppStore Parms{};

	Parms.InAppStore = InAppStore;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicCombatBank.GetAssetFromCombatIntensity
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortMusicCombatIntensity               Intensity                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortMusicAsset*            ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class UFortMusicAsset* UFortMusicCombatBank::GetAssetFromCombatIntensity(EFortMusicCombatIntensity Intensity) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicCombatBank", "GetAssetFromCombatIntensity");

	Params::FortMusicCombatBank_GetAssetFromCombatIntensity Parms{};

	Parms.Intensity = Intensity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicContext.GetEquippedMusicPack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaMusicPackItemDefinition*   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaMusicPackItemDefinition* UFortMusicContext::GetEquippedMusicPack()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicContext", "GetEquippedMusicPack");

	Params::FortMusicContext_GetEquippedMusicPack Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMusicContext.SetActiveMusicPack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaMusicPackItemDefinition*   NewMusicPack                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMusicContext::SetActiveMusicPack(const class UAthenaMusicPackItemDefinition* NewMusicPack)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicContext", "SetActiveMusicPack");

	Params::FortMusicContext_SetActiveMusicPack Parms{};

	Parms.NewMusicPack = NewMusicPack;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMusicPackPreviewActor.PreviewMusicPack
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UAthenaMusicPackItemDefinition*   MusicPack                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortMusicPackPreviewActor::PreviewMusicPack(const class UAthenaMusicPackItemDefinition* MusicPack)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicPackPreviewActor", "PreviewMusicPack");

	Params::FortMusicPackPreviewActor_PreviewMusicPack Parms{};

	Parms.MusicPack = MusicPack;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortMusicTimeOfDayBank.GetAssetFromDayPhase
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortMusicAsset*            ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class UFortMusicAsset* UFortMusicTimeOfDayBank::GetAssetFromDayPhase(EFortDayPhase DayPhase) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMusicTimeOfDayBank", "GetAssetFromDayPhase");

	Params::FortMusicTimeOfDayBank_GetAssetFromDayPhase Parms{};

	Parms.DayPhase = DayPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMutatorContext.GetMutatorContext
// (Native, Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// struct FMutatorContext                  MutatorContext                                         (Parm, OutParm, NativeAccessSpecifierPublic)

void IFortMutatorContext::GetMutatorContext(struct FMutatorContext* MutatorContext) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorContext", "GetMutatorContext");

	Params::FortMutatorContext_GetMutatorContext Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (MutatorContext != nullptr)
		*MutatorContext = std::move(Parms.MutatorContext);
}


// Function FortniteGame.SBAGrantedBuildingGameplayActor.GetOwnerStrategicBuildingActor
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AStrategicBuildingActor*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AStrategicBuildingActor* ASBAGrantedBuildingGameplayActor::GetOwnerStrategicBuildingActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("SBAGrantedBuildingGameplayActor", "GetOwnerStrategicBuildingActor");

	Params::SBAGrantedBuildingGameplayActor_GetOwnerStrategicBuildingActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortMutatorListComponent.HandleActorEnteredVolume
// (Final, Native, Public)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              ActorComponent                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMutatorListComponent::HandleActorEnteredVolume(class AActor* Actor, class UPrimitiveComponent* ActorComponent, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorListComponent", "HandleActorEnteredVolume");

	Params::FortMutatorListComponent_HandleActorEnteredVolume Parms{};

	Parms.Actor = Actor;
	Parms.ActorComponent = ActorComponent;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorListComponent.HandleActorExitedVolume
// (Final, Native, Public)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              ActorComponent                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMutatorListComponent::HandleActorExitedVolume(class AActor* Actor, class UPrimitiveComponent* ActorComponent, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorListComponent", "HandleActorExitedVolume");

	Params::FortMutatorListComponent_HandleActorExitedVolume Parms{};

	Parms.Actor = Actor;
	Parms.ActorComponent = ActorComponent;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorListComponent.OnRep_PropertyOverrideArray
// (Final, Native, Public)

void UFortMutatorListComponent::OnRep_PropertyOverrideArray()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorListComponent", "OnRep_PropertyOverrideArray");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorListComponent.RegisterMinigameMutators
// (Final, Native, Protected)

void UFortMutatorListComponent::RegisterMinigameMutators()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorListComponent", "RegisterMinigameMutators");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortMutatorListComponent.UnregisterMinigameMutators
// (Final, Native, Protected)

void UFortMutatorListComponent::UnregisterMinigameMutators()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMutatorListComponent", "UnregisterMinigameMutators");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOctopusVehicle.IsBoosting
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortOctopusVehicle::IsBoosting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOctopusVehicle", "IsBoosting");

	Params::FortOctopusVehicle_IsBoosting Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOctopusVehicle.GetSeatRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AFortOctopusVehicle::GetSeatRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOctopusVehicle", "GetSeatRotation");

	Params::FortOctopusVehicle_GetSeatRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOctopusVehicle.GetShellRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AFortOctopusVehicle::GetShellRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOctopusVehicle", "GetShellRotation");

	Params::FortOctopusVehicle_GetShellRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOctopusVehicle.GetTowhookRotation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator AFortOctopusVehicle::GetTowhookRotation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOctopusVehicle", "GetTowhookRotation");

	Params::FortOctopusVehicle_GetTowhookRotation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.DepositPOSTResource
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortItemDefinition*              ResourceItem                                           (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostContext::DepositPOSTResource(const class UFortItemDefinition* ResourceItem, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "DepositPOSTResource");

	Params::FortOutpostContext_DepositPOSTResource Parms{};

	Parms.ResourceItem = ResourceItem;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostContext.UpgradeBuilding
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostContext::UpgradeBuilding(EOutpostBuildings OutpostBuilding)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "UpgradeBuilding");

	Params::FortOutpostContext_UpgradeBuilding Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostContext.UpgradeBuildingByDefinition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortOutpostItemDefinition*       BuildingToUpgrade                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortOutpostContext::UpgradeBuildingByDefinition(class UFortOutpostItemDefinition* BuildingToUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "UpgradeBuildingByDefinition");

	Params::FortOutpostContext_UpgradeBuildingByDefinition Parms{};

	Parms.BuildingToUpgrade = BuildingToUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostContext.UpgradePOST
// (Final, Native, Public, BlueprintCallable)

void UFortOutpostContext::UpgradePOST()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "UpgradePOST");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostContext.CanUpgradeBuilding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLog                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortOutpostContext::CanUpgradeBuilding(EOutpostBuildings OutpostBuilding, bool bLog) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "CanUpgradeBuilding");

	Params::FortOutpostContext_CanUpgradeBuilding Parms{};

	Parms.OutpostBuilding = OutpostBuilding;
	Parms.bLog = bLog;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.CanUpgradeBuildingFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLog                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortOutpostContext::CanUpgradeBuildingFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding, bool bLog) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "CanUpgradeBuildingFromDefinition");

	Params::FortOutpostContext_CanUpgradeBuildingFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;
	Parms.bLog = bLog;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.CanUpgradePOST
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortOutpostContext::CanUpgradePOST() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "CanUpgradePOST");

	Params::FortOutpostContext_CanUpgradePOST Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetBuildingLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortOutpostContext::GetBuildingLevel(EOutpostBuildings OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingLevel");

	Params::FortOutpostContext_GetBuildingLevel Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetBuildingLevelFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortOutpostContext::GetBuildingLevelFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingLevelFromDefinition");

	Params::FortOutpostContext_GetBuildingLevelFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetBuildingMaxLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortOutpostContext::GetBuildingMaxLevel(EOutpostBuildings OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingMaxLevel");

	Params::FortOutpostContext_GetBuildingMaxLevel Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetBuildingMaxLevelFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortOutpostContext::GetBuildingMaxLevelFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingMaxLevelFromDefinition");

	Params::FortOutpostContext_GetBuildingMaxLevelFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetBuildingUpgradeCost
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutWorldItems                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutAccountItems                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortOutpostContext::GetBuildingUpgradeCost(EOutpostBuildings OutpostBuilding, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingUpgradeCost");

	Params::FortOutpostContext_GetBuildingUpgradeCost Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWorldItems != nullptr)
		*OutWorldItems = std::move(Parms.OutWorldItems);

	if (OutAccountItems != nullptr)
		*OutAccountItems = std::move(Parms.OutAccountItems);
}


// Function FortniteGame.FortOutpostContext.GetBuildingUpgradeCostFromDefinition
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutWorldItems                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutAccountItems                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortOutpostContext::GetBuildingUpgradeCostFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetBuildingUpgradeCostFromDefinition");

	Params::FortOutpostContext_GetBuildingUpgradeCostFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWorldItems != nullptr)
		*OutWorldItems = std::move(Parms.OutWorldItems);

	if (OutAccountItems != nullptr)
		*OutAccountItems = std::move(Parms.OutAccountItems);
}


// Function FortniteGame.FortOutpostContext.GetHarvestingToolForLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   InHarvestingOptimizerLevel                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* UFortOutpostContext::GetHarvestingToolForLevel(int32 InHarvestingOptimizerLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetHarvestingToolForLevel");

	Params::FortOutpostContext_GetHarvestingToolForLevel Parms{};

	Parms.InHarvestingOptimizerLevel = InHarvestingOptimizerLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetNextPOSTLevelRequirements
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<class UOutpostPOSTRequirementData*>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class UOutpostPOSTRequirementData*> UFortOutpostContext::GetNextPOSTLevelRequirements() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetNextPOSTLevelRequirements");

	Params::FortOutpostContext_GetNextPOSTLevelRequirements Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetOutpostCoreLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortOutpostContext::GetOutpostCoreLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetOutpostCoreLevel");

	Params::FortOutpostContext_GetOutpostCoreLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.GetPOSTBuildingHealthMod
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   POSTLevel                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortOutpostContext::GetPOSTBuildingHealthMod(int32 POSTLevel) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "GetPOSTBuildingHealthMod");

	Params::FortOutpostContext_GetPOSTBuildingHealthMod Parms{};

	Parms.POSTLevel = POSTLevel;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortOutpostContext.LeaveOutpostAsParty
// (Final, Native, Public, BlueprintCallable, Const)

void UFortOutpostContext::LeaveOutpostAsParty() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostContext", "LeaveOutpostAsParty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortOutpostItemDefinition.GetLongDescription
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortOutpostItemDefinition::GetLongDescription() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortOutpostItemDefinition", "GetLongDescription");

	Params::FortOutpostItemDefinition_GetLongDescription Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPartyBeaconClient.ClientAbandonResponse
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EPartyReservationResult                 ReservationResponse                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPartyBeaconClient::ClientAbandonResponse(EPartyReservationResult ReservationResponse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ClientAbandonResponse");

	Params::FortPartyBeaconClient_ClientAbandonResponse Parms{};

	Parms.ReservationResponse = ReservationResponse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservation
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPartyBeaconClient::ClientAllowedToProceedFromReservation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ClientAllowedToProceedFromReservationTimeout
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPartyBeaconClient::ClientAllowedToProceedFromReservationTimeout()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ClientAllowedToProceedFromReservationTimeout");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ClientReconnectResponse
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// EPartyReservationResult                 ReservationResponse                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPartyBeaconClient::ClientReconnectResponse(EPartyReservationResult ReservationResponse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ClientReconnectResponse");

	Params::FortPartyBeaconClient_ClientReconnectResponse Parms{};

	Parms.ReservationResponse = ReservationResponse;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ServerAbandonExistingReservation
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FString                           InSessionId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 RequestingPlayer                                       (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPartyBeaconClient::ServerAbandonExistingReservation(const class FString& InSessionId, const struct FUniqueNetIdRepl& RequestingPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ServerAbandonExistingReservation");

	Params::FortPartyBeaconClient_ServerAbandonExistingReservation Parms{};

	Parms.InSessionId = std::move(InSessionId);
	Parms.RequestingPlayer = std::move(RequestingPlayer);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ServerEmptyServerReservationRequest
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FString                           InSessionId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FEmptyServerReservation          ReservationData                                        (ConstParm, Parm, NativeAccessSpecifierPublic)
// struct FPartyReservation                Reservation                                            (Parm, NativeAccessSpecifierPublic)

void AFortPartyBeaconClient::ServerEmptyServerReservationRequest(const class FString& InSessionId, const struct FEmptyServerReservation& ReservationData, const struct FPartyReservation& Reservation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ServerEmptyServerReservationRequest");

	Params::FortPartyBeaconClient_ServerEmptyServerReservationRequest Parms{};

	Parms.InSessionId = std::move(InSessionId);
	Parms.ReservationData = std::move(ReservationData);
	Parms.Reservation = std::move(Reservation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPartyBeaconClient.ServerReconnectExistingReservation
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class FString                           InSessionId                                            (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 RequestingPlayer                                       (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPartyBeaconClient::ServerReconnectExistingReservation(const class FString& InSessionId, const struct FUniqueNetIdRepl& RequestingPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPartyBeaconClient", "ServerReconnectExistingReservation");

	Params::FortPartyBeaconClient_ServerReconnectExistingReservation Parms{};

	Parms.InSessionId = std::move(InSessionId);
	Parms.RequestingPlayer = std::move(RequestingPlayer);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPatrolWardInterface.GetAffectingDistance
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float IFortPatrolWardInterface::GetAffectingDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingDistance");

	Params::FortPatrolWardInterface_GetAffectingDistance Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPatrolWardInterface.GetAffectingType
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent, Const)
// Parameters:
// EWardAffectType                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EWardAffectType IFortPatrolWardInterface::GetAffectingType() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPatrolWardInterface", "GetAffectingType");

	Params::FortPatrolWardInterface_GetAffectingType Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnBeginInteract
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void AFortPawn_InteractablePawn::BlueprintOnBeginInteract()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnBeginInteract");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn_InteractablePawn.BlueprintOnInteract
// (BlueprintAuthorityOnly, Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_InteractablePawn::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintOnInteract");

	Params::FortPawn_InteractablePawn_BlueprintOnInteract Parms{};

	Parms.InteractingPawn = InteractingPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPawn_InteractablePawn.BlueprintCanInteract
// (Native, Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPawn_InteractablePawn::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintCanInteract");

	Params::FortPawn_InteractablePawn_BlueprintCanInteract Parms{};

	Parms.InteractingPawn = InteractingPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn_InteractablePawn.BlueprintGetInteractionString
// (Native, Event, Public, BlueprintEvent, Const)
// Parameters:
// class AFortPawn*                        InteractingPawn                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText AFortPawn_InteractablePawn::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_InteractablePawn", "BlueprintGetInteractionString");

	Params::FortPawn_InteractablePawn_BlueprintGetInteractionString Parms{};

	Parms.InteractingPawn = InteractingPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPawn_Taker.OverrideMaterialAndCopyParametersOnCharacterMesh
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface*               NewMaterialToApply                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Taker::OverrideMaterialAndCopyParametersOnCharacterMesh(class UMaterialInterface* NewMaterialToApply)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Taker", "OverrideMaterialAndCopyParametersOnCharacterMesh");

	Params::FortPawn_Taker_OverrideMaterialAndCopyParametersOnCharacterMesh Parms{};

	Parms.NewMaterialToApply = NewMaterialToApply;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn_Taker.RestorePreviousMaterialOnCharacterMesh
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// float                                   ScalarValue                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Taker::RestorePreviousMaterialOnCharacterMesh(float ScalarValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Taker", "RestorePreviousMaterialOnCharacterMesh");

	Params::FortPawn_Taker_RestorePreviousMaterialOnCharacterMesh Parms{};

	Parms.ScalarValue = ScalarValue;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPawn_Taker.SetScalarParameterOnAllCharacterMIDs
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class FName                             ParameterName                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ScalarValue                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPawn_Taker::SetScalarParameterOnAllCharacterMIDs(class FName ParameterName, float ScalarValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPawn_Taker", "SetScalarParameterOnAllCharacterMIDs");

	Params::FortPawn_Taker_SetScalarParameterOnAllCharacterMIDs Parms{};

	Parms.ParameterName = ParameterName;
	Parms.ScalarValue = ScalarValue;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortUIManagerInterface.KillConfirmation
// (Event, Public, BlueprintEvent)

void IFortUIManagerInterface::KillConfirmation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortUIManagerInterface", "KillConfirmation");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPermaniteStructureInterface.OnBoundariesChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   MinLevel                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   MaxLevel                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   CurrentLevel                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortPermaniteStructureInterface::OnBoundariesChanged(int32 MinLevel, int32 MaxLevel, int32 CurrentLevel)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPermaniteStructureInterface", "OnBoundariesChanged");

	Params::FortPermaniteStructureInterface_OnBoundariesChanged Parms{};

	Parms.MinLevel = MinLevel;
	Parms.MaxLevel = MaxLevel;
	Parms.CurrentLevel = CurrentLevel;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPersistentResourceItemDefinition.IsEventItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortPersistentResourceItemDefinition::IsEventItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPersistentResourceItemDefinition", "IsEventItem");

	Params::FortPersistentResourceItemDefinition_IsEventItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.LevelSaveRecord.BroadcastPostUpdateSpawnedCompleted
// (Final, Native, Private)

void ULevelSaveRecord::BroadcastPostUpdateSpawnedCompleted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "BroadcastPostUpdateSpawnedCompleted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.FailsafeTimerExpired
// (Final, Native, Private)

void ULevelSaveRecord::FailsafeTimerExpired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "FailsafeTimerExpired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.FindAndRemoveDuplicateRecordsUsingBucketMap
// (Final, Native, Private)
// Parameters:
// int32                                   StartRecordIndex                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveRecord::FindAndRemoveDuplicateRecordsUsingBucketMap(const int32 StartRecordIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "FindAndRemoveDuplicateRecordsUsingBucketMap");

	Params::LevelSaveRecord_FindAndRemoveDuplicateRecordsUsingBucketMap Parms{};

	Parms.StartRecordIndex = StartRecordIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.NotifyFinishedSpawning
// (Final, Native, Private)

void ULevelSaveRecord::NotifyFinishedSpawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "NotifyFinishedSpawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.PostUpdateSpawnedActorsHelper
// (Final, Native, Private)
// Parameters:
// int32                                   StartActorIndex                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveRecord::PostUpdateSpawnedActorsHelper(const int32 StartActorIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "PostUpdateSpawnedActorsHelper");

	Params::LevelSaveRecord_PostUpdateSpawnedActorsHelper Parms{};

	Parms.StartActorIndex = StartActorIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.RemoveInvalidDeleteRecordsHelper
// (Final, Native, Private)
// Parameters:
// int32                                   StartRecordIndex                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveRecord::RemoveInvalidDeleteRecordsHelper(const int32 StartRecordIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "RemoveInvalidDeleteRecordsHelper");

	Params::LevelSaveRecord_RemoveInvalidDeleteRecordsHelper Parms{};

	Parms.StartRecordIndex = StartRecordIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LevelSaveRecord.RemoveInvalidNewActorRecordsHelper
// (Final, Native, Private)
// Parameters:
// int32                                   StartRecordIndex                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULevelSaveRecord::RemoveInvalidNewActorRecordsHelper(const int32 StartRecordIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LevelSaveRecord", "RemoveInvalidNewActorRecordsHelper");

	Params::LevelSaveRecord_RemoveInvalidNewActorRecordsHelper Parms{};

	Parms.StartRecordIndex = StartRecordIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlaceableActorItemDefinition.CreatePlaceableActorItemDefinitionFromActor
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// struct FBuildingDuplicationData         DuplicationData                                        (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FSlateBrush                      ImageToDisplay                                         (Parm, NativeAccessSpecifierPublic)
// class UFortPlaceableActorItemDefinition*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPlaceableActorItemDefinition* UFortPlaceableActorItemDefinition::CreatePlaceableActorItemDefinitionFromActor(const struct FBuildingDuplicationData& DuplicationData, const struct FSlateBrush& ImageToDisplay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlaceableActorItemDefinition", "CreatePlaceableActorItemDefinitionFromActor");

	Params::FortPlaceableActorItemDefinition_CreatePlaceableActorItemDefinitionFromActor Parms{};

	Parms.DuplicationData = std::move(DuplicationData);
	Parms.ImageToDisplay = std::move(ImageToDisplay);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaceableActorItemDefinition.GetActorName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortPlaceableActorItemDefinition::GetActorName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaceableActorItemDefinition", "GetActorName");

	Params::FortPlaceableActorItemDefinition_GetActorName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerAnimInstance_FerretDriver.AnimNotify_JumpEntered
// (Final, Native, Public)

void UFortPlayerAnimInstance_FerretDriver::AnimNotify_JumpEntered()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerAnimInstance_FerretDriver", "AnimNotify_JumpEntered");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeap_WannaGun.OnRep_LastHitActorClass
// (Final, Native, Private)

void AFortWeap_WannaGun::OnRep_LastHitActorClass()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeap_WannaGun", "OnRep_LastHitActorClass");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.CheckIfSafeToRespawn
// (Final, Native, Public)

void AFortPlayerControllerAthena::CheckIfSafeToRespawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "CheckIfSafeToRespawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.CheckIfSafeToTurnOnCamera
// (Final, Native, Public)

void AFortPlayerControllerAthena::CheckIfSafeToTurnOnCamera()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "CheckIfSafeToTurnOnCamera");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClearDroppableItems
// (Final, Native, Public)

void AFortPlayerControllerAthena::ClearDroppableItems()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClearDroppableItems");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClearInventorySpaces
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   NumSpaces                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClearInventorySpaces(int32 NumSpaces)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClearInventorySpaces");

	Params::FortPlayerControllerAthena_ClearInventorySpaces Parms{};

	Parms.NumSpaces = NumSpaces;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientAddProfileGoCollection
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           CollectionName                                         (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FProfileGoScenario>       NewScenarios                                           (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientAddProfileGoCollection(const class FString& CollectionName, const TArray<struct FProfileGoScenario>& NewScenarios)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientAddProfileGoCollection");

	Params::FortPlayerControllerAthena_ClientAddProfileGoCollection Parms{};

	Parms.CollectionName = std::move(CollectionName);
	Parms.NewScenarios = std::move(NewScenarios);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientAlertLeaveIsland
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerAthena::ClientAlertLeaveIsland()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientAlertLeaveIsland");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientAutoEquipFirstItem
// (Net, NetReliable, Native, Event, Protected, HasDefaults, NetClient)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceExecution                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientAutoEquipFirstItem(const struct FGuid& ItemGuid, bool bForceExecution)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientAutoEquipFirstItem");

	Params::FortPlayerControllerAthena_ClientAutoEquipFirstItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.bForceExecution = bForceExecution;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientBotStartDogpile
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                          DogpilePosition                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientBotStartDogpile(const struct FVector& DogpilePosition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientBotStartDogpile");

	Params::FortPlayerControllerAthena_ClientBotStartDogpile Parms{};

	Parms.DogpilePosition = std::move(DogpilePosition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientBotStopDogpile
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerAthena::ClientBotStopDogpile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientBotStopDogpile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientCycleQuickBarToCreativeItem
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FGuid                            CreativeItemGuid                                       (ConstParm, Parm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWorldItemDefinition*         CreativeItemDef                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientCycleQuickBarToCreativeItem(const struct FGuid& CreativeItemGuid, const class UFortWorldItemDefinition* CreativeItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientCycleQuickBarToCreativeItem");

	Params::FortPlayerControllerAthena_ClientCycleQuickBarToCreativeItem Parms{};

	Parms.CreativeItemGuid = std::move(CreativeItemGuid);
	Parms.CreativeItemDef = CreativeItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientEnterCameraMode
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerAthena::ClientEnterCameraMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientEnterCameraMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientForceWorldInventoryUpdate
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerAthena::ClientForceWorldInventoryUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientForceWorldInventoryUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientHideScreenWhileRespawning
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FText                             HUDReasonText                                          (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientHideScreenWhileRespawning(const class FText& HUDReasonText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientHideScreenWhileRespawning");

	Params::FortPlayerControllerAthena_ClientHideScreenWhileRespawning Parms{};

	Parms.HUDReasonText = std::move(HUDReasonText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientNotifyLost
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APawn*                            WinningPawn                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EEndOfMatchReason                       LostReason                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientNotifyLost(class APawn* WinningPawn, EEndOfMatchReason LostReason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientNotifyLost");

	Params::FortPlayerControllerAthena_ClientNotifyLost Parms{};

	Parms.WinningPawn = WinningPawn;
	Parms.LostReason = LostReason;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientNotifyTeamWon
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APawn*                            FinisherPawn                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWeaponItemDefinition*        FinishingWeapon                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeathCause                             DeathCause                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientNotifyTeamWon(class APawn* FinisherPawn, const class UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientNotifyTeamWon");

	Params::FortPlayerControllerAthena_ClientNotifyTeamWon Parms{};

	Parms.FinisherPawn = FinisherPawn;
	Parms.FinishingWeapon = FinishingWeapon;
	Parms.DeathCause = DeathCause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientNotifyWon
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class APawn*                            FinisherPawn                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWeaponItemDefinition*        FinishingWeapon                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeathCause                             DeathCause                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientNotifyWon(class APawn* FinisherPawn, const class UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientNotifyWon");

	Params::FortPlayerControllerAthena_ClientNotifyWon Parms{};

	Parms.FinisherPawn = FinisherPawn;
	Parms.FinishingWeapon = FinishingWeapon;
	Parms.DeathCause = DeathCause;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientPublishCreativePlotComplete
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           ResultErrorCode                                        (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           LinkJson                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientPublishCreativePlotComplete(const class FString& ResultErrorCode, const class FString& LinkJson)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientPublishCreativePlotComplete");

	Params::FortPlayerControllerAthena_ClientPublishCreativePlotComplete Parms{};

	Parms.ResultErrorCode = std::move(ResultErrorCode);
	Parms.LinkJson = std::move(LinkJson);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientReceiveSquadQuickChatMessage
// (Net, Native, Event, Public, NetClient)
// Parameters:
// struct FAthenaQuickChatActiveEntry      ChatEntry                                              (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class AFortPlayerController*            SenderPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientReceiveSquadQuickChatMessage(const struct FAthenaQuickChatActiveEntry& ChatEntry, class AFortPlayerController* SenderPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientReceiveSquadQuickChatMessage");

	Params::FortPlayerControllerAthena_ClientReceiveSquadQuickChatMessage Parms{};

	Parms.ChatEntry = std::move(ChatEntry);
	Parms.SenderPC = SenderPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendDebugPoiLocationTags
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FGameplayTagContainer            InPoiTags                                              (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendDebugPoiLocationTags(const struct FGameplayTagContainer& InPoiTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendDebugPoiLocationTags");

	Params::FortPlayerControllerAthena_ClientSendDebugPoiLocationTags Parms{};

	Parms.InPoiTags = std::move(InPoiTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendDebugPoiVolumeData
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           PoiVolumes                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendDebugPoiVolumeData(const class FString& PoiVolumes)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendDebugPoiVolumeData");

	Params::FortPlayerControllerAthena_ClientSendDebugPoiVolumeData Parms{};

	Parms.PoiVolumes = std::move(PoiVolumes);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendEndBattleRoyaleMatchForPlayer
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// bool                                    bSuccess                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FAthenaRewardResult              Result                                                 (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendEndBattleRoyaleMatchForPlayer(bool bSuccess, const struct FAthenaRewardResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendEndBattleRoyaleMatchForPlayer");

	Params::FortPlayerControllerAthena_ClientSendEndBattleRoyaleMatchForPlayer Parms{};

	Parms.bSuccess = bSuccess;
	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendEndMatchReportHeartbeat
// (Net, NetReliable, Native, Event, Protected, NetClient)

void AFortPlayerControllerAthena::ClientSendEndMatchReportHeartbeat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendEndMatchReportHeartbeat");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendMatchStatsForPlayer
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FAthenaMatchStats                Stats                                                  (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendMatchStatsForPlayer(const struct FAthenaMatchStats& Stats)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendMatchStatsForPlayer");

	Params::FortPlayerControllerAthena_ClientSendMatchStatsForPlayer Parms{};

	Parms.Stats = std::move(Stats);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendStateEncryptionKey
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FPlayerStateEncryptionKey        Key                                                    (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendStateEncryptionKey(const struct FPlayerStateEncryptionKey& Key)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendStateEncryptionKey");

	Params::FortPlayerControllerAthena_ClientSendStateEncryptionKey Parms{};

	Parms.Key = std::move(Key);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSendTeamStatsForPlayer
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// struct FAthenaMatchTeamStats            TeamStats                                              (ConstParm, Parm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSendTeamStatsForPlayer(const struct FAthenaMatchTeamStats& TeamStats)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSendTeamStatsForPlayer");

	Params::FortPlayerControllerAthena_ClientSendTeamStatsForPlayer Parms{};

	Parms.TeamStats = std::move(TeamStats);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientSetDeathReport
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// struct FFortPlayerDeathReport           InDeathReport                                          (Parm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientSetDeathReport(const struct FFortPlayerDeathReport& InDeathReport)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientSetDeathReport");

	Params::FortPlayerControllerAthena_ClientSetDeathReport Parms{};

	Parms.InDeathReport = std::move(InDeathReport);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientStartRespawnPreparation
// (Net, NetReliable, Native, Event, Public, HasDefaults, NetClient)
// Parameters:
// struct FVector                          RespawnLoc                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         RespawnRot                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float                                   RespawnCameraDist                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             InRespawnCameraBehavior                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             HUDReasonText                                          (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientStartRespawnPreparation(const struct FVector& RespawnLoc, const struct FRotator& RespawnRot, float RespawnCameraDist, class FName InRespawnCameraBehavior, const class FText& HUDReasonText)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientStartRespawnPreparation");

	Params::FortPlayerControllerAthena_ClientStartRespawnPreparation Parms{};

	Parms.RespawnLoc = std::move(RespawnLoc);
	Parms.RespawnRot = std::move(RespawnRot);
	Parms.RespawnCameraDist = RespawnCameraDist;
	Parms.InRespawnCameraBehavior = InRespawnCameraBehavior;
	Parms.HUDReasonText = std::move(HUDReasonText);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ClientVoiceChat3DChannelJoin
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           InVoiceChatPlayerName                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           InVoiceChatChannel                                     (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           JoinToken                                              (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ClientVoiceChat3DChannelJoin(const class FString& InVoiceChatPlayerName, const class FString& InVoiceChatChannel, const class FString& JoinToken)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ClientVoiceChat3DChannelJoin");

	Params::FortPlayerControllerAthena_ClientVoiceChat3DChannelJoin Parms{};

	Parms.InVoiceChatPlayerName = std::move(InVoiceChatPlayerName);
	Parms.InVoiceChatChannel = std::move(InVoiceChatChannel);
	Parms.JoinToken = std::move(JoinToken);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.FollowSpecialActor
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerAthena::FollowSpecialActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "FollowSpecialActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.FullscreenMapCursorPlaceAtLocation
// (Final, Native, Public, HasDefaults)
// Parameters:
// struct FVector                          Coords                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::FullscreenMapCursorPlaceAtLocation(const struct FVector& Coords)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "FullscreenMapCursorPlaceAtLocation");

	Params::FortPlayerControllerAthena_FullscreenMapCursorPlaceAtLocation Parms{};

	Parms.Coords = std::move(Coords);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.FullscreenMapCursorRemove
// (Final, Native, Public)

void AFortPlayerControllerAthena::FullscreenMapCursorRemove()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "FullscreenMapCursorRemove");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.GetCachedHighlightCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerAthena::GetCachedHighlightCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetCachedHighlightCount");

	Params::FortPlayerControllerAthena_GetCachedHighlightCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetFPSForHUD
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerAthena::GetFPSForHUD()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetFPSForHUD");

	Params::FortPlayerControllerAthena_GetFPSForHUD Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetMatchReport
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaPlayerMatchReport*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAthenaPlayerMatchReport* AFortPlayerControllerAthena::GetMatchReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetMatchReport");

	Params::FortPlayerControllerAthena_GetMatchReport Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetSquadKills
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<int32>                           Kills                                                  (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::GetSquadKills(TArray<int32>* Kills)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetSquadKills");

	Params::FortPlayerControllerAthena_GetSquadKills Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Kills != nullptr)
		*Kills = std::move(Parms.Kills);
}


// Function FortniteGame.FortPlayerControllerAthena.HandlePlayersLeftChanged
// (Final, Native, Protected)
// Parameters:
// int32                                   NumPlayersLeft                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::HandlePlayersLeftChanged(int32 NumPlayersLeft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "HandlePlayersLeftChanged");

	Params::FortPlayerControllerAthena_HandlePlayersLeftChanged Parms{};

	Parms.NumPlayersLeft = NumPlayersLeft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.HighlightNumberReturned
// (Final, Native, Public)
// Parameters:
// int32                                   NumHighlights                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::HighlightNumberReturned(int32 NumHighlights)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "HighlightNumberReturned");

	Params::FortPlayerControllerAthena_HighlightNumberReturned Parms{};

	Parms.NumHighlights = NumHighlights;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.MoveToolRemoved
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerAthena::MoveToolRemoved()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "MoveToolRemoved");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.MultiKillExpired
// (Final, Native, Public)

void AFortPlayerControllerAthena::MultiKillExpired()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "MultiKillExpired");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.OnGameServerNodeTypeChanged
// (Final, Native, Public)
// Parameters:
// EMeshNetworkNodeType                    NewNodeType                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::OnGameServerNodeTypeChanged(EMeshNetworkNodeType NewNodeType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "OnGameServerNodeTypeChanged");

	Params::FortPlayerControllerAthena_OnGameServerNodeTypeChanged Parms{};

	Parms.NewNodeType = NewNodeType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// DelegateFunction FortniteGame.FortPlayerControllerAthena.OnIslandMetatdataUpdateComplete__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// class FString                           Error                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::OnIslandMetatdataUpdateComplete__DelegateSignature(const class FString& Error)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "OnIslandMetatdataUpdateComplete__DelegateSignature");

	Params::FortPlayerControllerAthena_OnIslandMetatdataUpdateComplete__DelegateSignature Parms{};

	Parms.Error = std::move(Error);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerControllerAthena.OnRep_CreativePlotLinkedVolume
// (Final, Native, Private)

void AFortPlayerControllerAthena::OnRep_CreativePlotLinkedVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "OnRep_CreativePlotLinkedVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.OnRep_ViewTargetInventoryLocalUpdate
// (Final, Native, Protected)

void AFortPlayerControllerAthena::OnRep_ViewTargetInventoryLocalUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "OnRep_ViewTargetInventoryLocalUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.PlayWinEffects
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn*                            FinisherPawn                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortWeaponItemDefinition*        FinishingWeapon                                        (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeathCause                             DeathCause                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::PlayWinEffects(class APawn* FinisherPawn, const class UFortWeaponItemDefinition* FinishingWeapon, EDeathCause DeathCause)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "PlayWinEffects");

	Params::FortPlayerControllerAthena_PlayWinEffects Parms{};

	Parms.FinisherPawn = FinisherPawn;
	Parms.FinishingWeapon = FinishingWeapon;
	Parms.DeathCause = DeathCause;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerControllerAthena.PostLobbyIslandTeleport
// (Final, Native, Public)
// Parameters:
// class AFortPlayerPawn*                  PlayerPawn                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::PostLobbyIslandTeleport(class AFortPlayerPawn* PlayerPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "PostLobbyIslandTeleport");

	Params::FortPlayerControllerAthena_PostLobbyIslandTeleport Parms{};

	Parms.PlayerPawn = PlayerPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.PreLobbyIslandTeleport
// (Final, Native, Public)

void AFortPlayerControllerAthena::PreLobbyIslandTeleport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "PreLobbyIslandTeleport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.PrepareClientForRespawning
// (Final, Native, Public)

void AFortPlayerControllerAthena::PrepareClientForRespawning()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "PrepareClientForRespawning");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.PublishCreativePlot
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToPublish                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCreativePublishOptions          MyPublishOptions                                       (Parm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::PublishCreativePlot(class AFortVolume* VolumeToPublish, const struct FCreativePublishOptions& MyPublishOptions)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "PublishCreativePlot");

	Params::FortPlayerControllerAthena_PublishCreativePlot Parms{};

	Parms.VolumeToPublish = VolumeToPublish;
	Parms.MyPublishOptions = std::move(MyPublishOptions);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RecordMatchStats
// (Final, Native, Private)

void AFortPlayerControllerAthena::RecordMatchStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RecordMatchStats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RecordTeamStats
// (Final, Native, Private)

void AFortPlayerControllerAthena::RecordTeamStats()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RecordTeamStats");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ResetMyCurrentCreativePlot
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ResetMyCurrentCreativePlot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ResetMyCurrentCreativePlot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RespawnPlayerAfterDeath
// (Final, Native, Public)

void AFortPlayerControllerAthena::RespawnPlayerAfterDeath()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RespawnPlayerAfterDeath");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RespawnSquadMembers
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerAthena::RespawnSquadMembers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RespawnSquadMembers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RespawnTurnCameraBackOn
// (Final, Native, Public)

void AFortPlayerControllerAthena::RespawnTurnCameraBackOn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RespawnTurnCameraBackOn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.RevokeCreativeTool
// (Event, Public, BlueprintEvent)

void AFortPlayerControllerAthena::RevokeCreativeTool()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "RevokeCreativeTool");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerControllerAthena.ServerAddToCachedPurchased
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class UFortItemDefinition*              ItemDefinition                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerAddToCachedPurchased(class UFortItemDefinition* ItemDefinition, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerAddToCachedPurchased");

	Params::FortPlayerControllerAthena_ServerAddToCachedPurchased Parms{};

	Parms.ItemDefinition = ItemDefinition;
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerAttemptAircraftJump
// (Net, NetReliable, Native, Event, Protected, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FRotator                         ClientRotation                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerAttemptAircraftJump(const struct FRotator& ClientRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerAttemptAircraftJump");

	Params::FortPlayerControllerAthena_ServerAttemptAircraftJump Parms{};

	Parms.ClientRotation = std::move(ClientRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerClaimPortal
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerClaimPortal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerClaimPortal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerClientIsReadyToRespawn
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerAthena::ServerClientIsReadyToRespawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerClientIsReadyToRespawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerCreateProfileGoCollectionForSublevels
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class FString                           SublevelSearchString                                   (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GridStepsX                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   GridStepsY                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RotationSteps                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Quad                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerCreateProfileGoCollectionForSublevels(const class FString& SublevelSearchString, int32 GridStepsX, int32 GridStepsY, int32 RotationSteps, int32 Quad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerCreateProfileGoCollectionForSublevels");

	Params::FortPlayerControllerAthena_ServerCreateProfileGoCollectionForSublevels Parms{};

	Parms.SublevelSearchString = std::move(SublevelSearchString);
	Parms.GridStepsX = GridStepsX;
	Parms.GridStepsY = GridStepsY;
	Parms.RotationSteps = RotationSteps;
	Parms.Quad = Quad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerDBNOReviveInterrupted
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortPlayerPawnAthena*            DBNOPawn                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerDBNOReviveInterrupted(class AFortPlayerPawnAthena* DBNOPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerDBNOReviveInterrupted");

	Params::FortPlayerControllerAthena_ServerDBNOReviveInterrupted Parms{};

	Parms.DBNOPawn = DBNOPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerDBNOReviveStarted
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortPlayerPawnAthena*            DBNOPawn                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerDBNOReviveStarted(class AFortPlayerPawnAthena* DBNOPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerDBNOReviveStarted");

	Params::FortPlayerControllerAthena_ServerDBNOReviveStarted Parms{};

	Parms.DBNOPawn = DBNOPawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerEnableAnonymousMode
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerControllerAthena::ServerEnableAnonymousMode()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerEnableAnonymousMode");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerEndLoadingVolume
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToLoad                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerEndLoadingVolume(class AFortVolume* VolumeToLoad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerEndLoadingVolume");

	Params::FortPlayerControllerAthena_ServerEndLoadingVolume Parms{};

	Parms.VolumeToLoad = VolumeToLoad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerEndMinigame
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// bool                                    bAbandon                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerEndMinigame(bool bAbandon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerEndMinigame");

	Params::FortPlayerControllerAthena_ServerEndMinigame Parms{};

	Parms.bAbandon = bAbandon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerEndUnloadingVolume
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToUnload                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerEndUnloadingVolume(class AFortVolume* VolumeToUnload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerEndUnloadingVolume");

	Params::FortPlayerControllerAthena_ServerEndUnloadingVolume Parms{};

	Parms.VolumeToUnload = VolumeToUnload;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerGenerateMockMatchReport
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerAthena::ServerGenerateMockMatchReport()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerGenerateMockMatchReport");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerGiveCreativeItem
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// struct FFortItemEntry                   CreativeItem                                           (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerGiveCreativeItem(const struct FFortItemEntry& CreativeItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerGiveCreativeItem");

	Params::FortPlayerControllerAthena_ServerGiveCreativeItem Parms{};

	Parms.CreativeItem = std::move(CreativeItem);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerLoadIslandCheckpoint
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortAthenaCreativePortal*        Portal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerLoadIslandCheckpoint(class AFortAthenaCreativePortal* Portal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerLoadIslandCheckpoint");

	Params::FortPlayerControllerAthena_ServerLoadIslandCheckpoint Parms{};

	Parms.Portal = Portal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerLoadPlotForPortal
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortAthenaCreativePortal*        Portal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           PlotItemId                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerLoadPlotForPortal(class AFortAthenaCreativePortal* Portal, const class FString& PlotItemId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerLoadPlotForPortal");

	Params::FortPlayerControllerAthena_ServerLoadPlotForPortal Parms{};

	Parms.Portal = Portal;
	Parms.PlotItemId = std::move(PlotItemId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerLoadPlotForPortalFromMnemonic
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortAthenaCreativePortal*        Portal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           Mnemonic                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerLoadPlotForPortalFromMnemonic(class AFortAthenaCreativePortal* Portal, const class FString& Mnemonic)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerLoadPlotForPortalFromMnemonic");

	Params::FortPlayerControllerAthena_ServerLoadPlotForPortalFromMnemonic Parms{};

	Parms.Portal = Portal;
	Parms.Mnemonic = std::move(Mnemonic);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerPlaceMapCursor
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// struct FVector_NetQuantize              CursorPos                                              (Parm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerPlaceMapCursor(const struct FVector_NetQuantize& CursorPos)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerPlaceMapCursor");

	Params::FortPlayerControllerAthena_ServerPlaceMapCursor Parms{};

	Parms.CursorPos = std::move(CursorPos);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerPlaySquadQuickChatMessage
// (Net, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FAthenaQuickChatActiveEntry      ChatEntry                                              (Parm, NoDestructor, NativeAccessSpecifierPublic)
// struct FUniqueNetIdRepl                 SenderID                                               (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerPlaySquadQuickChatMessage(const struct FAthenaQuickChatActiveEntry& ChatEntry, const struct FUniqueNetIdRepl& SenderID)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerPlaySquadQuickChatMessage");

	Params::FortPlayerControllerAthena_ServerPlaySquadQuickChatMessage Parms{};

	Parms.ChatEntry = std::move(ChatEntry);
	Parms.SenderID = std::move(SenderID);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerReleasePortal
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerReleasePortal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerReleasePortal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerReloadCreativePlot
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerReloadCreativePlot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerReloadCreativePlot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerRemoveMapCursor
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerControllerAthena::ServerRemoveMapCursor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerRemoveMapCursor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerRestartMinigame
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerRestartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerRestartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSaveIslandCheckpoint
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortAthenaCreativePortal*        Portal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSaveIslandCheckpoint(class AFortAthenaCreativePortal* Portal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSaveIslandCheckpoint");

	Params::FortPlayerControllerAthena_ServerSaveIslandCheckpoint Parms{};

	Parms.Portal = Portal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSendSquadFriend
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)
// Parameters:
// class AFortPlayerStateAthena*           FriendInSquad                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSendSquadFriend(class AFortPlayerStateAthena* FriendInSquad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSendSquadFriend");

	Params::FortPlayerControllerAthena_ServerSendSquadFriend Parms{};

	Parms.FriendInSquad = FriendInSquad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSetPlayset
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class UFortPlaysetItemDefinition*       NewPlayset                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSetPlayset(class UFortPlaysetItemDefinition* NewPlayset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSetPlayset");

	Params::FortPlayerControllerAthena_ServerSetPlayset Parms{};

	Parms.NewPlayset = NewPlayset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSetRespawnData
// (Final, Native, Public, HasDefaults)
// Parameters:
// struct FVector                          RespawnLoc                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         RespawnRot                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// float                                   RespawnCameraDist                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSetRespawnData(const struct FVector& RespawnLoc, const struct FRotator& RespawnRot, float RespawnCameraDist)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSetRespawnData");

	Params::FortPlayerControllerAthena_ServerSetRespawnData Parms{};

	Parms.RespawnLoc = std::move(RespawnLoc);
	Parms.RespawnRot = std::move(RespawnRot);
	Parms.RespawnCameraDist = RespawnCameraDist;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSetShouldSwapPickup
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bShouldSwapPickup                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSetShouldSwapPickup(bool bShouldSwapPickup)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSetShouldSwapPickup");

	Params::FortPlayerControllerAthena_ServerSetShouldSwapPickup Parms{};

	Parms.bShouldSwapPickup = bShouldSwapPickup;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSetTeam
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// uint8                                   InTeam                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSetTeam(uint8 InTeam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSetTeam");

	Params::FortPlayerControllerAthena_ServerSetTeam Parms{};

	Parms.InTeam = InTeam;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerSpawnCreativeSupplyDrop
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, BlueprintCallable, NetValidate)
// Parameters:
// struct FVector                          Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               InSupplyDropClass                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerSpawnCreativeSupplyDrop(const struct FVector& Position, TSubclassOf<class AActor> InSupplyDropClass)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerSpawnCreativeSupplyDrop");

	Params::FortPlayerControllerAthena_ServerSpawnCreativeSupplyDrop Parms{};

	Parms.Position = std::move(Position);
	Parms.InSupplyDropClass = InSupplyDropClass;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerStartLoadingVolume
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToLoad                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerStartLoadingVolume(class AFortVolume* VolumeToLoad)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerStartLoadingVolume");

	Params::FortPlayerControllerAthena_ServerStartLoadingVolume Parms{};

	Parms.VolumeToLoad = VolumeToLoad;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerStartMinigame
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerStartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerStartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerStartUnloadingVolume
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToUnload                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::ServerStartUnloadingVolume(class AFortVolume* VolumeToUnload)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerStartUnloadingVolume");

	Params::FortPlayerControllerAthena_ServerStartUnloadingVolume Parms{};

	Parms.VolumeToUnload = VolumeToUnload;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerStopSavingCreativePlot
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerStopSavingCreativePlot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerStopSavingCreativePlot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerTeleportToPlaygroundIslandDock
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerTeleportToPlaygroundIslandDock()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerTeleportToPlaygroundIslandDock");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerTeleportToPlaygroundLobbyIsland
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerTeleportToPlaygroundLobbyIsland()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerTeleportToPlaygroundLobbyIsland");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerThankBusDriver
// (Net, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerAthena::ServerThankBusDriver()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerThankBusDriver");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ServerToggleAutoRestartMinigame
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)

void AFortPlayerControllerAthena::ServerToggleAutoRestartMinigame()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ServerToggleAutoRestartMinigame");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.SetCanStreamBuildingFoundationsIn
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bCanStream                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::SetCanStreamBuildingFoundationsIn(bool bCanStream)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "SetCanStreamBuildingFoundationsIn");

	Params::FortPlayerControllerAthena_SetCanStreamBuildingFoundationsIn Parms{};

	Parms.bCanStream = bCanStream;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.SetupClientRespawnTimerAndLocation
// (Final, Native, Public, HasDefaults)
// Parameters:
// struct FVector                          RespawnLoc                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         RespawnRot                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          OldPlayerLocation                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bUsePlaylistFadeTime                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::SetupClientRespawnTimerAndLocation(const struct FVector& RespawnLoc, const struct FRotator& RespawnRot, const struct FVector& OldPlayerLocation, bool bUsePlaylistFadeTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "SetupClientRespawnTimerAndLocation");

	Params::FortPlayerControllerAthena_SetupClientRespawnTimerAndLocation Parms{};

	Parms.RespawnLoc = std::move(RespawnLoc);
	Parms.RespawnRot = std::move(RespawnRot);
	Parms.OldPlayerLocation = std::move(OldPlayerLocation);
	Parms.bUsePlaylistFadeTime = bUsePlaylistFadeTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.ShowHighlightSummary
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerAthena::ShowHighlightSummary()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "ShowHighlightSummary");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.StartAutoPerfCapture
// (Final, Native, Private)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::StartAutoPerfCapture(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "StartAutoPerfCapture");

	Params::FortPlayerControllerAthena_StartAutoPerfCapture Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.StartRespawnLoading
// (Final, Native, Public)

void AFortPlayerControllerAthena::StartRespawnLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "StartRespawnLoading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.StopAutoPerfCapture
// (Final, Native, Private)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::StopAutoPerfCapture(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "StopAutoPerfCapture");

	Params::FortPlayerControllerAthena_StopAutoPerfCapture Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.StopAutoPerfCaptureWrapper
// (Final, Native, Private)

void AFortPlayerControllerAthena::StopAutoPerfCaptureWrapper()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "StopAutoPerfCaptureWrapper");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.StopRecordingHighlights
// (Final, Native, Public)

void AFortPlayerControllerAthena::StopRecordingHighlights()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "StopRecordingHighlights");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.TeleportToMapMarker
// (Final, Exec, Native, Protected)

void AFortPlayerControllerAthena::TeleportToMapMarker()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "TeleportToMapMarker");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.TellServer_ClientReceivedPlaysetDataForVolume
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FFortPlaysetStreamingData        PlaysetData                                            (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::TellServer_ClientReceivedPlaysetDataForVolume(const struct FFortPlaysetStreamingData& PlaysetData, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "TellServer_ClientReceivedPlaysetDataForVolume");

	Params::FortPlayerControllerAthena_TellServer_ClientReceivedPlaysetDataForVolume Parms{};

	Parms.PlaysetData = std::move(PlaysetData);
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.UpdateCreativePlotData
// (Net, NetReliable, Native, Event, Public, NetServer, BlueprintCallable, NetValidate)
// Parameters:
// class AFortVolume*                      VolumeToPublish                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FCreativeIslandInfo              MyInfo                                                 (Parm, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::UpdateCreativePlotData(class AFortVolume* VolumeToPublish, const struct FCreativeIslandInfo& MyInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "UpdateCreativePlotData");

	Params::FortPlayerControllerAthena_UpdateCreativePlotData Parms{};

	Parms.VolumeToPublish = VolumeToPublish;
	Parms.MyInfo = std::move(MyInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.UpdateRichPresenceTimer
// (Final, Native, Protected)

void AFortPlayerControllerAthena::UpdateRichPresenceTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "UpdateRichPresenceTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.WriteCreateBuildingAnalytics
// (Final, Native, Protected)

void AFortPlayerControllerAthena::WriteCreateBuildingAnalytics()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "WriteCreateBuildingAnalytics");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerAthena.CanFollowSpecialActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::CanFollowSpecialActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "CanFollowSpecialActor");

	Params::FortPlayerControllerAthena_CanFollowSpecialActor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.CanPlayerCreateInCurrentVolume
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      OutCurrentVolume                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bShouldCheckLinkedVolume                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::CanPlayerCreateInCurrentVolume(class AFortVolume** OutCurrentVolume, bool bShouldCheckLinkedVolume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "CanPlayerCreateInCurrentVolume");

	Params::FortPlayerControllerAthena_CanPlayerCreateInCurrentVolume Parms{};

	Parms.bShouldCheckLinkedVolume = bShouldCheckLinkedVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCurrentVolume != nullptr)
		*OutCurrentVolume = Parms.OutCurrentVolume;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetCreativePlotLinkedVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortPlayerControllerAthena::GetCreativePlotLinkedVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetCreativePlotLinkedVolume");

	Params::FortPlayerControllerAthena_GetCreativePlotLinkedVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetCurrentVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortPlayerControllerAthena::GetCurrentVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetCurrentVolume");

	Params::FortPlayerControllerAthena_GetCurrentVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetCurrentVolumeOrCreativePlotLinkedVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortPlayerControllerAthena::GetCurrentVolumeOrCreativePlotLinkedVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetCurrentVolumeOrCreativePlotLinkedVolume");

	Params::FortPlayerControllerAthena_GetCurrentVolumeOrCreativePlotLinkedVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetMapIndicatorLocation
// (Final, Native, Public, HasDefaults, Const)
// Parameters:
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D AFortPlayerControllerAthena::GetMapIndicatorLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetMapIndicatorLocation");

	Params::FortPlayerControllerAthena_GetMapIndicatorLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetMinigame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMinigame*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMinigame* AFortPlayerControllerAthena::GetMinigame() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetMinigame");

	Params::FortPlayerControllerAthena_GetMinigame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetPlayset
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPlaysetItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPlaysetItemDefinition* AFortPlayerControllerAthena::GetPlayset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetPlayset");

	Params::FortPlayerControllerAthena_GetPlayset Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetPlaysetSize
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   SizeX                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SizeY                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerAthena::GetPlaysetSize(int32* SizeX, int32* SizeY) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetPlaysetSize");

	Params::FortPlayerControllerAthena_GetPlaysetSize Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SizeX != nullptr)
		*SizeX = Parms.SizeX;

	if (SizeY != nullptr)
		*SizeY = Parms.SizeY;
}


// Function FortniteGame.FortPlayerControllerAthena.GetRevertPlayerListenerChangeFlag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::GetRevertPlayerListenerChangeFlag() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetRevertPlayerListenerChangeFlag");

	Params::FortPlayerControllerAthena_GetRevertPlayerListenerChangeFlag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.GetSettingsFilteredPlayerName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerState*                 OtherPlayerState                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString AFortPlayerControllerAthena::GetSettingsFilteredPlayerName(const class AFortPlayerState* OtherPlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "GetSettingsFilteredPlayerName");

	Params::FortPlayerControllerAthena_GetSettingsFilteredPlayerName Parms{};

	Parms.OtherPlayerState = OtherPlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsClientNotifiedOfLoss
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsClientNotifiedOfLoss() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsClientNotifiedOfLoss");

	Params::FortPlayerControllerAthena_IsClientNotifiedOfLoss Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsClientNotifiedOfTeamWin
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsClientNotifiedOfTeamWin() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsClientNotifiedOfTeamWin");

	Params::FortPlayerControllerAthena_IsClientNotifiedOfTeamWin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsClientNotifiedOfWin
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsClientNotifiedOfWin() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsClientNotifiedOfWin");

	Params::FortPlayerControllerAthena_IsClientNotifiedOfWin Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsInAircraft
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsInAircraft() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsInAircraft");

	Params::FortPlayerControllerAthena_IsInAircraft Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsPlayerInAMinigame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsPlayerInAMinigame() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsPlayerInAMinigame");

	Params::FortPlayerControllerAthena_IsPlayerInAMinigame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsPlayerInAVolumeTheyCanCreateIn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bShouldCheckLinkedVolume                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsPlayerInAVolumeTheyCanCreateIn(bool bShouldCheckLinkedVolume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsPlayerInAVolumeTheyCanCreateIn");

	Params::FortPlayerControllerAthena_IsPlayerInAVolumeTheyCanCreateIn Parms{};

	Parms.bShouldCheckLinkedVolume = bShouldCheckLinkedVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsPlayerInFeaturedVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsPlayerInFeaturedVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsPlayerInFeaturedVolume");

	Params::FortPlayerControllerAthena_IsPlayerInFeaturedVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsPlayerInReadOnlyVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsPlayerInReadOnlyVolume() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsPlayerInReadOnlyVolume");

	Params::FortPlayerControllerAthena_IsPlayerInReadOnlyVolume Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerAthena.IsTryToFireRestrictedByTypeCooldowns
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerAthena::IsTryToFireRestrictedByTypeCooldowns() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerAthena", "IsTryToFireRestrictedByTypeCooldowns");

	Params::FortPlayerControllerAthena_IsTryToFireRestrictedByTypeCooldowns Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.CloseEmotePicker
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::CloseEmotePicker()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "CloseEmotePicker");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.EmotePickerNextWheel
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::EmotePickerNextWheel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "EmotePickerNextWheel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.EmotePickerPrevWheel
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::EmotePickerPrevWheel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "EmotePickerPrevWheel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.EmotePickerSelect
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::EmotePickerSelect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "EmotePickerSelect");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.IsInVoiceChat
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerFrontEnd::IsInVoiceChat()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "IsInVoiceChat");

	Params::FortPlayerControllerFrontEnd_IsInVoiceChat Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.IsVoiceChatPlayerMuted
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FUniqueNetIdRepl                 UniqueNetId                                            (ConstParm, Parm, OutParm, ReferenceParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerFrontEnd::IsVoiceChatPlayerMuted(const struct FUniqueNetIdRepl& UniqueNetId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "IsVoiceChatPlayerMuted");

	Params::FortPlayerControllerFrontEnd_IsVoiceChatPlayerMuted Parms{};

	Parms.UniqueNetId = std::move(UniqueNetId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.IsXboxPlatform
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerFrontEnd::IsXboxPlatform()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "IsXboxPlatform");

	Params::FortPlayerControllerFrontEnd_IsXboxPlatform Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.OpenEmotePicker
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::OpenEmotePicker()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "OpenEmotePicker");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.RunFacialAnimationTest
// (Final, Exec, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           WaveFileName                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   SampleRate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerFrontEnd::RunFacialAnimationTest(const class FString& WaveFileName, int32 SampleRate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "RunFacialAnimationTest");

	Params::FortPlayerControllerFrontEnd_RunFacialAnimationTest Parms{};

	Parms.WaveFileName = std::move(WaveFileName);
	Parms.SampleRate = SampleRate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.StartWriteToAudioFile
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::StartWriteToAudioFile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "StartWriteToAudioFile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.StopFacialAnimationTest
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::StopFacialAnimationTest()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "StopFacialAnimationTest");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerFrontEnd.StopWriteToAudioFile
// (Final, Exec, Native, Public, BlueprintCallable)

void AFortPlayerControllerFrontEnd::StopWriteToAudioFile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerFrontEnd", "StopWriteToAudioFile");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerManor.ClientOpenManorPortalUnlockMenu
// (Net, NetReliable, Native, Event, Public, NetClient, BlueprintCallable)
// Parameters:
// class AManorPortal*                     ManorPortal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerManor::ClientOpenManorPortalUnlockMenu(class AManorPortal* ManorPortal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerManor", "ClientOpenManorPortalUnlockMenu");

	Params::FortPlayerControllerManor_ClientOpenManorPortalUnlockMenu Parms{};

	Parms.ManorPortal = ManorPortal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerManor.ServerOnUnlockPortalComplete
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AManorPortal*                     ManorPortal                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerManor::ServerOnUnlockPortalComplete(class AManorPortal* ManorPortal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerManor", "ServerOnUnlockPortalComplete");

	Params::FortPlayerControllerManor_ServerOnUnlockPortalComplete Parms{};

	Parms.ManorPortal = ManorPortal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ClientOnBuildingLevelChanged
// (Net, NetReliable, Native, Event, Protected, NetClient)
// Parameters:
// class UFortOutpostItemDefinition*       UpgradedBuilding                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   InLevelBeforeUpgrade                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ClientOnBuildingLevelChanged(class UFortOutpostItemDefinition* UpgradedBuilding, int32 InLevelBeforeUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientOnBuildingLevelChanged");

	Params::FortPlayerControllerOutpost_ClientOnBuildingLevelChanged Parms{};

	Parms.UpgradedBuilding = UpgradedBuilding;
	Parms.InLevelBeforeUpgrade = InLevelBeforeUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ClientOnOutpostRefundOccurred
// (Net, NetReliable, Native, Event, Public, NetClient)

void AFortPlayerControllerOutpost::ClientOnOutpostRefundOccurred()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ClientOnOutpostRefundOccurred");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.DumpInventory
// (Final, Exec, Native, Public)

void AFortPlayerControllerOutpost::DumpInventory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "DumpInventory");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.OnRep_DisintegrationStartTime
// (Final, Native, Protected)

void AFortPlayerControllerOutpost::OnRep_DisintegrationStartTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_DisintegrationStartTime");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.OnRep_PostDepositedResources
// (Final, Native, Protected)

void AFortPlayerControllerOutpost::OnRep_PostDepositedResources()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_PostDepositedResources");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooCompleted
// (Final, Native, Protected)

void AFortPlayerControllerOutpost::OnRep_QuantumGooCompleted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooCompleted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.OnRep_QuantumGooIncoming
// (Final, Native, Protected)

void AFortPlayerControllerOutpost::OnRep_QuantumGooIncoming()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "OnRep_QuantumGooIncoming");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerAbortDisintegration
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerAbortDisintegration()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerAbortDisintegration");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerActivateCraftingTable
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerActivateCraftingTable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerActivateCraftingTable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerDeactivateCraftingTable
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerDeactivateCraftingTable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDeactivateCraftingTable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerDepositPOSTResource
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerDepositPOSTResource(const struct FGuid& ItemGuid, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDepositPOSTResource");

	Params::FortPlayerControllerOutpost_ServerDepositPOSTResource Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerDisintegrateItem
// (Net, NetReliable, Native, Event, Public, NetServer, HasDefaults, NetValidate)
// Parameters:
// struct FGuid                            ItemGuid                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerDisintegrateItem(const struct FGuid& ItemGuid, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerDisintegrateItem");

	Params::FortPlayerControllerOutpost_ServerDisintegrateItem Parms{};

	Parms.ItemGuid = std::move(ItemGuid);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerFabricateItem
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class UFortWorldItemDefinition*         ItemDef                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerFabricateItem(const class UFortWorldItemDefinition* ItemDef)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerFabricateItem");

	Params::FortPlayerControllerOutpost_ServerFabricateItem Parms{};

	Parms.ItemDef = ItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerLeaveOutpostAsParty
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerLeaveOutpostAsParty()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerLeaveOutpostAsParty");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerMoveItemFromStorageVault
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FFortItemEntry                   NewlyCollectedItem                                     (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerMoveItemFromStorageVault(const struct FFortItemEntry& NewlyCollectedItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerMoveItemFromStorageVault");

	Params::FortPlayerControllerOutpost_ServerMoveItemFromStorageVault Parms{};

	Parms.NewlyCollectedItem = std::move(NewlyCollectedItem);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerMoveItemToStorageVault
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FFortItemEntry                   NewlyStoredItem                                        (ConstParm, Parm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerMoveItemToStorageVault(const struct FFortItemEntry& NewlyStoredItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerMoveItemToStorageVault");

	Params::FortPlayerControllerOutpost_ServerMoveItemToStorageVault Parms{};

	Parms.NewlyStoredItem = std::move(NewlyStoredItem);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerNotifyPendingFabricationCompleted
// (Net, NetReliable, Native, Event, Protected, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerNotifyPendingFabricationCompleted()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerNotifyPendingFabricationCompleted");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradeBuilding
// (Final, Net, NetReliable, Native, Event, Private, NetServer, NetValidate)
// Parameters:
// class UFortOutpostItemDefinition*       BuildingToUpgrade                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::ServerUpgradeBuilding(class UFortOutpostItemDefinition* BuildingToUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradeBuilding");

	Params::FortPlayerControllerOutpost_ServerUpgradeBuilding Parms{};

	Parms.BuildingToUpgrade = BuildingToUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ServerUpgradePOST
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortPlayerControllerOutpost::ServerUpgradePOST()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ServerUpgradePOST");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.ToggleOwnerInPIE
// (Final, Exec, Native, Private)

void AFortPlayerControllerOutpost::ToggleOwnerInPIE()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "ToggleOwnerInPIE");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.UpgradeBuilding
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::UpgradeBuilding(EOutpostBuildings OutpostBuilding)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "UpgradeBuilding");

	Params::FortPlayerControllerOutpost_UpgradeBuilding Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.UpgradeBuildingByDefinition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::UpgradeBuildingByDefinition(class UFortOutpostItemDefinition* OutpostBuilding)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "UpgradeBuildingByDefinition");

	Params::FortPlayerControllerOutpost_UpgradeBuildingByDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerControllerOutpost.CanUpgradeBuilding
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLog                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerOutpost::CanUpgradeBuilding(EOutpostBuildings OutpostBuilding, bool bLog) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "CanUpgradeBuilding");

	Params::FortPlayerControllerOutpost_CanUpgradeBuilding Parms{};

	Parms.OutpostBuilding = OutpostBuilding;
	Parms.bLog = bLog;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.CanUpgradeBuildingFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bLog                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerOutpost::CanUpgradeBuildingFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding, bool bLog) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "CanUpgradeBuildingFromDefinition");

	Params::FortPlayerControllerOutpost_CanUpgradeBuildingFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;
	Parms.bLog = bLog;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerOutpost::GetBuildingLevel(EOutpostBuildings OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingLevel");

	Params::FortPlayerControllerOutpost_GetBuildingLevel Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingLevelFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerOutpost::GetBuildingLevelFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingLevelFromDefinition");

	Params::FortPlayerControllerOutpost_GetBuildingLevelFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingMaxLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerOutpost::GetBuildingMaxLevel(EOutpostBuildings OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingMaxLevel");

	Params::FortPlayerControllerOutpost_GetBuildingMaxLevel Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingMaxLevelFromDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerOutpost::GetBuildingMaxLevelFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingMaxLevelFromDefinition");

	Params::FortPlayerControllerOutpost_GetBuildingMaxLevelFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingUpgradeCost
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EOutpostBuildings                       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutWorldItems                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutAccountItems                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::GetBuildingUpgradeCost(EOutpostBuildings OutpostBuilding, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingUpgradeCost");

	Params::FortPlayerControllerOutpost_GetBuildingUpgradeCost Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWorldItems != nullptr)
		*OutWorldItems = std::move(Parms.OutWorldItems);

	if (OutAccountItems != nullptr)
		*OutAccountItems = std::move(Parms.OutAccountItems);
}


// Function FortniteGame.FortPlayerControllerOutpost.GetBuildingUpgradeCostFromDefinition
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortOutpostItemDefinition*       OutpostBuilding                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutWorldItems                                          (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FFortItemQuantityPair>    OutAccountItems                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortPlayerControllerOutpost::GetBuildingUpgradeCostFromDefinition(class UFortOutpostItemDefinition* OutpostBuilding, TArray<struct FFortItemQuantityPair>* OutWorldItems, TArray<struct FFortItemQuantityPair>* OutAccountItems) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetBuildingUpgradeCostFromDefinition");

	Params::FortPlayerControllerOutpost_GetBuildingUpgradeCostFromDefinition Parms{};

	Parms.OutpostBuilding = OutpostBuilding;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutWorldItems != nullptr)
		*OutWorldItems = std::move(Parms.OutWorldItems);

	if (OutAccountItems != nullptr)
		*OutAccountItems = std::move(Parms.OutAccountItems);
}


// Function FortniteGame.FortPlayerControllerOutpost.GetOutpostCoreLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortPlayerControllerOutpost::GetOutpostCoreLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetOutpostCoreLevel");

	Params::FortPlayerControllerOutpost_GetOutpostCoreLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetPendingFabricationProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerControllerOutpost::GetPendingFabricationProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingFabricationProgress");

	Params::FortPlayerControllerOutpost_GetPendingFabricationProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.GetPendingItemToFabricate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortWorldItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortWorldItemDefinition* AFortPlayerControllerOutpost::GetPendingItemToFabricate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "GetPendingItemToFabricate");

	Params::FortPlayerControllerOutpost_GetPendingItemToFabricate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.IsFabricationPending
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerOutpost::IsFabricationPending() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "IsFabricationPending");

	Params::FortPlayerControllerOutpost_IsFabricationPending Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerControllerOutpost.IsOutpostOwner
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerControllerOutpost::IsOutpostOwner() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerControllerOutpost", "IsOutpostOwner");

	Params::FortPlayerControllerOutpost_IsOutpostOwner Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrack.GetOutgoingNeighborFromSpline
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class USplineComponent*                 InSpline                                               (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InReverseDirection                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTrack*                       OutNeighbor                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::GetOutgoingNeighborFromSpline(class USplineComponent* InSpline, bool InReverseDirection, class AFortTrack** OutNeighbor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "GetOutgoingNeighborFromSpline");

	Params::FortTrack_GetOutgoingNeighborFromSpline Parms{};

	Parms.InSpline = InSpline;
	Parms.InReverseDirection = InReverseDirection;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutNeighbor != nullptr)
		*OutNeighbor = Parms.OutNeighbor;
}


// Function FortniteGame.FortTrack.GetPathDistanceToTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortTrack*                       TargetTrack                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent*                 InCurrentSpline                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CurrentDistanceAlongSpline                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InReverseDirection                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortTrack::GetPathDistanceToTrack(class AFortTrack* TargetTrack, class USplineComponent* InCurrentSpline, float CurrentDistanceAlongSpline, bool InReverseDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "GetPathDistanceToTrack");

	Params::FortTrack_GetPathDistanceToTrack Parms{};

	Parms.TargetTrack = TargetTrack;
	Parms.InCurrentSpline = InCurrentSpline;
	Parms.CurrentDistanceAlongSpline = CurrentDistanceAlongSpline;
	Parms.InReverseDirection = InReverseDirection;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrack.GetSplineFromIncomingNeighbor
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortTrack*                       InNeighbor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USplineComponent*                 OutSpline                                              (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OutReverseDirection                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::GetSplineFromIncomingNeighbor(class AFortTrack* InNeighbor, class USplineComponent** OutSpline, bool* OutReverseDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "GetSplineFromIncomingNeighbor");

	Params::FortTrack_GetSplineFromIncomingNeighbor Parms{};

	Parms.InNeighbor = InNeighbor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSpline != nullptr)
		*OutSpline = Parms.OutSpline;

	if (OutReverseDirection != nullptr)
		*OutReverseDirection = Parms.OutReverseDirection;
}


// Function FortniteGame.FortTrack.GetSplineFromPositionAndOrientation
// (Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          InLocation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         InRotation                                             (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class USplineComponent*                 OutSpline                                              (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   OutDistanceAlongSpline                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    OutReverseDirection                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::GetSplineFromPositionAndOrientation(const struct FVector& InLocation, const struct FRotator& InRotation, class USplineComponent** OutSpline, float* OutDistanceAlongSpline, bool* OutReverseDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "GetSplineFromPositionAndOrientation");

	Params::FortTrack_GetSplineFromPositionAndOrientation Parms{};

	Parms.InLocation = std::move(InLocation);
	Parms.InRotation = std::move(InRotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSpline != nullptr)
		*OutSpline = Parms.OutSpline;

	if (OutDistanceAlongSpline != nullptr)
		*OutDistanceAlongSpline = Parms.OutDistanceAlongSpline;

	if (OutReverseDirection != nullptr)
		*OutReverseDirection = Parms.OutReverseDirection;
}


// Function FortniteGame.FortTrack.InitializeTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UPrimitiveComponent*              InSwitchComp                                           (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::InitializeTrack(class UPrimitiveComponent* InSwitchComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "InitializeTrack");

	Params::FortTrack_InitializeTrack Parms{};

	Parms.InSwitchComp = InSwitchComp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrack.IsConnectedToTrack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortTrack*                       TargetTrack                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTrack::IsConnectedToTrack(class AFortTrack* TargetTrack)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "IsConnectedToTrack");

	Params::FortTrack_IsConnectedToTrack Parms{};

	Parms.TargetTrack = TargetTrack;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrack.IsConnectedToTrackList
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class AFortTrack*>               TargetTracks                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTrack::IsConnectedToTrackList(const TArray<class AFortTrack*>& TargetTracks)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "IsConnectedToTrackList");

	Params::FortTrack_IsConnectedToTrackList Parms{};

	Parms.TargetTracks = std::move(TargetTracks);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrack.OnConfigurationChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int32                                   NewConfigurationIdx                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OldConfigurationIdx                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::OnConfigurationChanged(int32 NewConfigurationIdx, int32 OldConfigurationIdx)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "OnConfigurationChanged");

	Params::FortTrack_OnConfigurationChanged Parms{};

	Parms.NewConfigurationIdx = NewConfigurationIdx;
	Parms.OldConfigurationIdx = OldConfigurationIdx;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortTrack.OnRep_ConfigurationIdx
// (Native, Protected)

void AFortTrack::OnRep_ConfigurationIdx()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "OnRep_ConfigurationIdx");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrack.OnRep_NeighborsByDirection
// (Native, Protected)

void AFortTrack::OnRep_NeighborsByDirection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "OnRep_NeighborsByDirection");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrack.OnRep_SwitchState
// (Native, Protected)

void AFortTrack::OnRep_SwitchState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "OnRep_SwitchState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrack.OnSwitchStateChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int32                                   NewSwitchState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OldSwitchState                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumSwitchStates                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrack::OnSwitchStateChanged(int32 NewSwitchState, int32 OldSwitchState, int32 NumSwitchStates)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrack", "OnSwitchStateChanged");

	Params::FortTrack_OnSwitchStateChanged Parms{};

	Parms.NewSwitchState = NewSwitchState;
	Parms.OldSwitchState = OldSwitchState;
	Parms.NumSwitchStates = NumSwitchStates;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerMannequin.CyclePartBP
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bNextPart                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerMannequin::CyclePartBP(EFortCustomPartType Part, bool bNextPart)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "CyclePartBP");

	Params::FortPlayerMannequin_CyclePartBP Parms{};

	Parms.Part = Part;
	Parms.bNextPart = bNextPart;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerMannequin.GetAllPartSkeletalMeshComponents
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class USkeletalMeshComponent*>   SkeletalMeshComponents                                 (Parm, OutParm, ZeroConstructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortPlayerMannequin::GetAllPartSkeletalMeshComponents(TArray<class USkeletalMeshComponent*>* SkeletalMeshComponents)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "GetAllPartSkeletalMeshComponents");

	Params::FortPlayerMannequin_GetAllPartSkeletalMeshComponents Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (SkeletalMeshComponents != nullptr)
		*SkeletalMeshComponents = std::move(Parms.SkeletalMeshComponents);
}


// Function FortniteGame.FortPlayerMannequin.RemovePart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerMannequin::RemovePart(EFortCustomPartType Part)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "RemovePart");

	Params::FortPlayerMannequin_RemovePart Parms{};

	Parms.Part = Part;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerMannequin.SetAthenaCharacterDefAndVariants
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UAthenaCharacterItemDefinition*   NewAthenaCharacter                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FMcpVariantChannelInfo>   InOverrideVariants                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerMannequin::SetAthenaCharacterDefAndVariants(class UAthenaCharacterItemDefinition* NewAthenaCharacter, const TArray<struct FMcpVariantChannelInfo>& InOverrideVariants)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "SetAthenaCharacterDefAndVariants");

	Params::FortPlayerMannequin_SetAthenaCharacterDefAndVariants Parms{};

	Parms.NewAthenaCharacter = NewAthenaCharacter;
	Parms.InOverrideVariants = std::move(InOverrideVariants);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMannequin.SetHeroType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortHeroType*                    NewHeroType                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerMannequin::SetHeroType(class UFortHeroType* NewHeroType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "SetHeroType");

	Params::FortPlayerMannequin_SetHeroType Parms{};

	Parms.NewHeroType = NewHeroType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMannequin.SetPart
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCustomCharacterPart*             PartAsset                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerMannequin::SetPart(EFortCustomPartType Part, class UCustomCharacterPart* PartAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "SetPart");

	Params::FortPlayerMannequin_SetPart Parms{};

	Parms.Part = Part;
	Parms.PartAsset = PartAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerMannequin.SetSkeletalMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh*                    SkeletalMesh                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerMannequin::SetSkeletalMesh(class USkeletalMesh* SkeletalMesh)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "SetSkeletalMesh");

	Params::FortPlayerMannequin_SetSkeletalMesh Parms{};

	Parms.SkeletalMesh = SkeletalMesh;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMannequin.SetWeaponSkeletalMesh
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class USkeletalMesh*                    SkeletalMesh                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerMannequin::SetWeaponSkeletalMesh(class USkeletalMesh* SkeletalMesh)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "SetWeaponSkeletalMesh");

	Params::FortPlayerMannequin_SetWeaponSkeletalMesh Parms{};

	Parms.SkeletalMesh = SkeletalMesh;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerMannequin.ToggleGenderBP
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerMannequin::ToggleGenderBP()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "ToggleGenderBP");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMannequin.UpdateMorphTargets
// (Native, Protected)

void AFortPlayerMannequin::UpdateMorphTargets()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "UpdateMorphTargets");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerMannequin.GetGender
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomGender                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortCustomGender AFortPlayerMannequin::GetGender() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "GetGender");

	Params::FortPlayerMannequin_GetGender Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerMannequin.GetPartSkeletalMeshComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortCustomPartType                     Part                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class USkeletalMeshComponent*           ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USkeletalMeshComponent* AFortPlayerMannequin::GetPartSkeletalMeshComponent(EFortCustomPartType Part) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerMannequin", "GetPartSkeletalMeshComponent");

	Params::FortPlayerMannequin_GetPartSkeletalMeshComponent Parms{};

	Parms.Part = Part;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawnAthena.BushStateChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bNewBushState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::BushStateChanged(bool bNewBushState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "BushStateChanged");

	Params::FortPlayerPawnAthena_BushStateChanged Parms{};

	Parms.bNewBushState = bNewBushState;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawnAthena.CancelMeleeCombatSlow
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawnAthena::CancelMeleeCombatSlow()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "CancelMeleeCombatSlow");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.FastSharedReplication
// (Final, Net, Native, Event, NetMulticast, Private)
// Parameters:
// struct FSharedRepMovement               SharedRepMovement                                      (ConstParm, Parm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::FastSharedReplication(const struct FSharedRepMovement& SharedRepMovement)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "FastSharedReplication");

	Params::FortPlayerPawnAthena_FastSharedReplication Parms{};

	Parms.SharedRepMovement = std::move(SharedRepMovement);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.ForceReviveFromDBNO
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortPlayerPawnAthena::ForceReviveFromDBNO()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "ForceReviveFromDBNO");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.GetDefaultReviveFromDBNOTime
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortPlayerPawnAthena::GetDefaultReviveFromDBNOTime()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "GetDefaultReviveFromDBNOTime");

	Params::FortPlayerPawnAthena_GetDefaultReviveFromDBNOTime Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawnAthena.LandscapeCheck
// (Final, Native, Protected)

void AFortPlayerPawnAthena::LandscapeCheck()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "LandscapeCheck");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.LocalIsTryingToEnterVehicle
// (Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawnAthena::LocalIsTryingToEnterVehicle()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "LocalIsTryingToEnterVehicle");

	Params::FortPlayerPawnAthena_LocalIsTryingToEnterVehicle Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawnAthena.MeleeCombatActivated
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawnAthena::MeleeCombatActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "MeleeCombatActivated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.MeleeCombatBlocked
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPawnAthena::MeleeCombatBlocked()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "MeleeCombatBlocked");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnEnteredReplayRelevancy
// (Event, Public, BlueprintEvent)

void AFortPlayerPawnAthena::OnEnteredReplayRelevancy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnEnteredReplayRelevancy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnEnteredWaterVolume
// (Event, Public, BlueprintEvent)

void AFortPlayerPawnAthena::OnEnteredWaterVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnEnteredWaterVolume");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnExitedWaterVolume
// (Event, Public, BlueprintEvent)

void AFortPlayerPawnAthena::OnExitedWaterVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnExitedWaterVolume");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnLeftReplayRelevancy
// (Event, Public, BlueprintEvent)

void AFortPlayerPawnAthena::OnLeftReplayRelevancy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnLeftReplayRelevancy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnOutsideSafeZonePhaseChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// int32                                   SafeZonePhase                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::OnOutsideSafeZonePhaseChanged(int32 SafeZonePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnOutsideSafeZonePhaseChanged");

	Params::FortPlayerPawnAthena_OnOutsideSafeZonePhaseChanged Parms{};

	Parms.SafeZonePhase = SafeZonePhase;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawnAthena.OnPawnLODChanged
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// int32                                   NewLOD                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::OnPawnLODChanged(int32 NewLOD)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnPawnLODChanged");

	Params::FortPlayerPawnAthena_OnPawnLODChanged Parms{};

	Parms.NewLOD = NewLOD;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawnAthena.OnReceivedStormSurgeDamage
// (Event, Public, BlueprintEvent)

void AFortPlayerPawnAthena::OnReceivedStormSurgeDamage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnReceivedStormSurgeDamage");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_AttributeProxy
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_AttributeProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_AttributeProxy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_CapsuleHalfHeightAthena
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_CapsuleHalfHeightAthena()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_CapsuleHalfHeightAthena");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_CapsuleRadiusAthena
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_CapsuleRadiusAthena()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_CapsuleRadiusAthena");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_CustomizationLoadout
// (Final, Native, Protected)

void AFortPlayerPawnAthena::OnRep_CustomizationLoadout()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_CustomizationLoadout");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_IsInWaterVolume
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_IsInWaterVolume()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_IsInWaterVolume");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_MeshHeightAdjustAthena
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_MeshHeightAdjustAthena()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_MeshHeightAdjustAthena");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_NetMovementPrioritized
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_NetMovementPrioritized()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_NetMovementPrioritized");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_RepAnimMontageStartSection
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_RepAnimMontageStartSection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_RepAnimMontageStartSection");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_ReplayRepAnimMontageInfo
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_ReplayRepAnimMontageInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_ReplayRepAnimMontageInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnRep_ReplicatedAnimMontage
// (Final, Native, Public)

void AFortPlayerPawnAthena::OnRep_ReplicatedAnimMontage()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnRep_ReplicatedAnimMontage");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.OnResInDuringWarmup
// (BlueprintCosmetic, Event, Public, BlueprintCallable, BlueprintEvent)

void AFortPlayerPawnAthena::OnResInDuringWarmup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnResInDuringWarmup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPawnAthena.OnSignificantTick
// (BlueprintCosmetic, Event, Public, BlueprintEvent)
// Parameters:
// float                                   Significance                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::OnSignificantTick(float Significance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "OnSignificantTick");

	Params::FortPlayerPawnAthena_OnSignificantTick Parms{};

	Parms.Significance = Significance;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortPlayerPawnAthena.ServerSetInteractingItem
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// class AActor*                           InteractingItem                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bClearInteraction                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::ServerSetInteractingItem(class AActor* InteractingItem, bool bClearInteraction)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "ServerSetInteractingItem");

	Params::FortPlayerPawnAthena_ServerSetInteractingItem Parms{};

	Parms.InteractingItem = InteractingItem;
	Parms.bClearInteraction = bClearInteraction;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.SetBushEnabled
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnableBush                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::SetBushEnabled(bool bEnableBush)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "SetBushEnabled");

	Params::FortPlayerPawnAthena_SetBushEnabled Parms{};

	Parms.bEnableBush = bEnableBush;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.SetCapsuleHalfHeightAthena
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   HalfHeight                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::SetCapsuleHalfHeightAthena(float HalfHeight)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "SetCapsuleHalfHeightAthena");

	Params::FortPlayerPawnAthena_SetCapsuleHalfHeightAthena Parms{};

	Parms.HalfHeight = HalfHeight;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.SetCapsuleRadiusAthena
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Radius                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::SetCapsuleRadiusAthena(float Radius)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "SetCapsuleRadiusAthena");

	Params::FortPlayerPawnAthena_SetCapsuleRadiusAthena Parms{};

	Parms.Radius = Radius;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.SetFallInstigator
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AController*                      NewFallInstigator                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            NewFallingDamageTags                                   (Parm, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::SetFallInstigator(class AController* NewFallInstigator, const struct FGameplayTagContainer& NewFallingDamageTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "SetFallInstigator");

	Params::FortPlayerPawnAthena_SetFallInstigator Parms{};

	Parms.NewFallInstigator = NewFallInstigator;
	Parms.NewFallingDamageTags = std::move(NewFallingDamageTags);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.SetMeshHeightAdjustAthena
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   HeightAdjust                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::SetMeshHeightAdjustAthena(float HeightAdjust)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "SetMeshHeightAdjustAthena");

	Params::FortPlayerPawnAthena_SetMeshHeightAdjustAthena Parms{};

	Parms.HeightAdjust = HeightAdjust;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.StartConsumableUseAudio
// (Final, Native, Public)
// Parameters:
// class USoundBase*                       Sound                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::StartConsumableUseAudio(class USoundBase* Sound)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "StartConsumableUseAudio");

	Params::FortPlayerPawnAthena_StartConsumableUseAudio Parms{};

	Parms.Sound = Sound;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.StopConsumableUseAudio
// (Final, Native, Public)

void AFortPlayerPawnAthena::StopConsumableUseAudio()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "StopConsumableUseAudio");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.TeleportToSkyDive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   HeightAboveGround                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPawnAthena::TeleportToSkyDive(float HeightAboveGround)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "TeleportToSkyDive");

	Params::FortPlayerPawnAthena_TeleportToSkyDive Parms{};

	Parms.HeightAboveGround = HeightAboveGround;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPawnAthena.IsBackpackEquipped
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EBackpackType                           BackpackType                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawnAthena::IsBackpackEquipped(EBackpackType BackpackType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "IsBackpackEquipped");

	Params::FortPlayerPawnAthena_IsBackpackEquipped Parms{};

	Parms.BackpackType = BackpackType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPawnAthena.IsPlayingMinigame
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerPawnAthena::IsPlayingMinigame() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPawnAthena", "IsPlayingMinigame");

	Params::FortPlayerPawnAthena_IsPlayingMinigame Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPet.OnRequestedCustomizationComplete
// (Final, Native, Private)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerPet::OnRequestedCustomizationComplete(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPet", "OnRequestedCustomizationComplete");

	Params::FortPlayerPet_OnRequestedCustomizationComplete Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPet.PetMaterialsOverride
// (Event, Protected, BlueprintEvent)

void AFortPlayerPet::PetMaterialsOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPet", "PetMaterialsOverride");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortPlayerPet.ReInitPetDisplay
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPet::ReInitPetDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPet", "ReInitPetDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPet.ResetPetMaterials
// (Final, Native, Public, BlueprintCallable)

void AFortPlayerPet::ResetPetMaterials()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPet", "ResetPetMaterials");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPet.GetFortPlayerPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortPlayerPet::GetFortPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPet", "GetFortPlayerPawn");

	Params::FortPlayerPet_GetFortPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerPetRepState.OnRep_LookAtTarget
// (Final, Native, Protected)

void AFortPlayerPetRepState::OnRep_LookAtTarget()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPetRepState", "OnRep_LookAtTarget");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPetRepState.OnRep_PetItemDef
// (Final, Native, Protected)

void AFortPlayerPetRepState::OnRep_PetItemDef()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPetRepState", "OnRep_PetItemDef");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPetRepState.OnRep_StimuliTag
// (Final, Native, Protected)

void AFortPlayerPetRepState::OnRep_StimuliTag()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPetRepState", "OnRep_StimuliTag");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerPetRepState.GetFortPlayerPawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPlayerPawn*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPlayerPawn* AFortPlayerPetRepState::GetFortPlayerPawn() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerPetRepState", "GetFortPlayerPawn");

	Params::FortPlayerPetRepState_GetFortPlayerPawn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStatePvP.OnRep_TotalQuantum
// (Final, Native, Protected)
// Parameters:
// int32                                   PrevTotalQuantum                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStatePvP::OnRep_TotalQuantum(const int32 PrevTotalQuantum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStatePvP", "OnRep_TotalQuantum");

	Params::FortPlayerStatePvP_OnRep_TotalQuantum Parms{};

	Parms.PrevTotalQuantum = PrevTotalQuantum;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.ToDeathCause
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FGameplayTagContainer            InTags                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bWasDBNO                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EDeathCause                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EDeathCause AFortPlayerStateAthena::ToDeathCause(const struct FGameplayTagContainer& InTags, bool bWasDBNO)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlayerStateAthena", "ToDeathCause");

	Params::FortPlayerStateAthena_ToDeathCause Parms{};

	Parms.InTags = std::move(InTags);
	Parms.bWasDBNO = bWasDBNO;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.ClientNotifyTournamentStatsFinal
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class FString                           EventTournamentId                                      (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           EventWindowId                                          (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::ClientNotifyTournamentStatsFinal(const class FString& EventTournamentId, const class FString& EventWindowId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "ClientNotifyTournamentStatsFinal");

	Params::FortPlayerStateAthena_ClientNotifyTournamentStatsFinal Parms{};

	Parms.EventTournamentId = std::move(EventTournamentId);
	Parms.EventWindowId = std::move(EventWindowId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.ClientReportDBNO
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AFortPlayerStateAthena*           Player                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::ClientReportDBNO(const class AFortPlayerStateAthena* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "ClientReportDBNO");

	Params::FortPlayerStateAthena_ClientReportDBNO Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.ClientReportKill
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// class AFortPlayerStateAthena*           Player                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::ClientReportKill(const class AFortPlayerStateAthena* Player)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "ClientReportKill");

	Params::FortPlayerStateAthena_ClientReportKill Parms{};

	Parms.Player = Player;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.ClientReportTeamKill
// (Net, NetReliable, Native, Event, Public, NetClient)
// Parameters:
// int32                                   TeamKills                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::ClientReportTeamKill(int32 TeamKills)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "ClientReportTeamKill");

	Params::FortPlayerStateAthena_ClientReportTeamKill Parms{};

	Parms.TeamKills = TeamKills;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_AIKills
// (Final, Native, Protected)

void AFortPlayerStateAthena::OnRep_AIKills()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_AIKills");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_BannerInfo
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_BannerInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_BannerInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_DeathInfo
// (Final, Native, Private)

void AFortPlayerStateAthena::OnRep_DeathInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_DeathInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_Downs
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_Downs()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_Downs");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_Kills
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_Kills()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_Kills");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_MapIndicatorPos
// (Final, Native, Protected)

void AFortPlayerStateAthena::OnRep_MapIndicatorPos()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_MapIndicatorPos");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumAmmoCansOpened
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumAmmoCansOpened()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumAmmoCansOpened");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumBronzeCoinsCollected
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumBronzeCoinsCollected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumBronzeCoinsCollected");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumChestsOpened
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumChestsOpened()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumChestsOpened");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumForagedItemsConsumed
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumForagedItemsConsumed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumForagedItemsConsumed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumGoldCoinsCollected
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumGoldCoinsCollected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumGoldCoinsCollected");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumLlamasOpened
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumLlamasOpened()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumLlamasOpened");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumMinutesAlive
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumMinutesAlive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumMinutesAlive");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumSilverCoinsCollected
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumSilverCoinsCollected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumSilverCoinsCollected");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_NumSupplyDropsOpened
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_NumSupplyDropsOpened()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_NumSupplyDropsOpened");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_Place
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_Place()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_Place");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_ReplicatedTeamMemberState
// (Final, Native, Protected)

void AFortPlayerStateAthena::OnRep_ReplicatedTeamMemberState()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_ReplicatedTeamMemberState");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_SquadId
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_SquadId()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_SquadId");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_StormSurgeEffectCount
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_StormSurgeEffectCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_StormSurgeEffectCount");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_TeamAverageDamageDealt
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_TeamAverageDamageDealt()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_TeamAverageDamageDealt");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_TeamIndex
// (Final, Native, Public)
// Parameters:
// uint8                                   OldVal                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::OnRep_TeamIndex(uint8 OldVal)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_TeamIndex");

	Params::FortPlayerStateAthena_OnRep_TeamIndex Parms{};

	Parms.OldVal = OldVal;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_TeamKillScore
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_TeamKillScore()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_TeamKillScore");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_TeamScore
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_TeamScore()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_TeamScore");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_TeamScorePlacement
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_TeamScorePlacement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_TeamScorePlacement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.OnRep_ThankedBusDriver
// (Final, Native, Public)

void AFortPlayerStateAthena::OnRep_ThankedBusDriver()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "OnRep_ThankedBusDriver");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.Server_SetCanEditCreativeIsland
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bCanEdit                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class FString>                   WhiteList                                              (ConstParm, Parm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::Server_SetCanEditCreativeIsland(bool bCanEdit, const TArray<class FString>& WhiteList)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "Server_SetCanEditCreativeIsland");

	Params::FortPlayerStateAthena_Server_SetCanEditCreativeIsland Parms{};

	Parms.bCanEdit = bCanEdit;
	Parms.WhiteList = std::move(WhiteList);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.ServerSetInAircraft
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// bool                                    bNewInAircraft                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::ServerSetInAircraft(bool bNewInAircraft)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "ServerSetInAircraft");

	Params::FortPlayerStateAthena_ServerSetInAircraft Parms{};

	Parms.bNewInAircraft = bNewInAircraft;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.SetMapIndicatorPos
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector2D                        Position                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortPlayerStateAthena::SetMapIndicatorPos(const struct FVector2D& Position)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "SetMapIndicatorPos");

	Params::FortPlayerStateAthena_SetMapIndicatorPos Parms{};

	Parms.Position = std::move(Position);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlayerStateAthena.CanEditCreativeIsland
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerStateAthena::CanEditCreativeIsland() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "CanEditCreativeIsland");

	Params::FortPlayerStateAthena_CanEditCreativeIsland Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.GetDeathInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const struct FDeathInfo                 ReturnValue                                            (ConstParm, Parm, OutParm, ReturnParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

const struct FDeathInfo AFortPlayerStateAthena::GetDeathInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "GetDeathInfo");

	Params::FortPlayerStateAthena_GetDeathInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.GetMapIndicatorPos
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector2D                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector2D AFortPlayerStateAthena::GetMapIndicatorPos() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "GetMapIndicatorPos");

	Params::FortPlayerStateAthena_GetMapIndicatorPos Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.GetPinColor
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FLinearColor                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FLinearColor AFortPlayerStateAthena::GetPinColor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "GetPinColor");

	Params::FortPlayerStateAthena_GetPinColor Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.IsDisconnected
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerStateAthena::IsDisconnected() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "IsDisconnected");

	Params::FortPlayerStateAthena_IsDisconnected Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.IsInSquad
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerStateAthena::IsInSquad() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "IsInSquad");

	Params::FortPlayerStateAthena_IsInSquad Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlayerStateAthena.IsSquadDead
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortPlayerStateAthena::IsSquadDead() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerStateAthena", "IsSquadDead");

	Params::FortPlayerStateAthena_IsSquadDead Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaylistAthena.CreateCalendarPayload_Enabling
// (Final, Exec, Native, Public)

void UFortPlaylistAthena::CreateCalendarPayload_Enabling()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaylistAthena", "CreateCalendarPayload_Enabling");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlaylistAthena.CreateCalendarPayload_RegionalOverride
// (Final, Exec, Native, Public)

void UFortPlaylistAthena::CreateCalendarPayload_RegionalOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaylistAthena", "CreateCalendarPayload_RegionalOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenDelayGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenDelayGameplayEffect() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenDelayGameplayEffect");

	Params::FortHealthRegenInterface_GetHealthRegenDelayGameplayEffect Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayEffect* IFortHealthRegenInterface::GetHealthRegenGameplayEffect() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffect");

	Params::FortHealthRegenInterface_GetHealthRegenGameplayEffect Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthRegenInterface.GetHealthRegenGameplayEffectClass
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UGameplayEffect>      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetHealthRegenGameplayEffectClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetHealthRegenGameplayEffectClass");

	Params::FortHealthRegenInterface_GetHealthRegenGameplayEffectClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenDelayGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenDelayGameplayEffect() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenDelayGameplayEffect");

	Params::FortHealthRegenInterface_GetShieldRegenDelayGameplayEffect Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffect
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UGameplayEffect*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UGameplayEffect* IFortHealthRegenInterface::GetShieldRegenGameplayEffect() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffect");

	Params::FortHealthRegenInterface_GetShieldRegenGameplayEffect Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortHealthRegenInterface.GetShieldRegenGameplayEffectClass
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UGameplayEffect>      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UGameplayEffect> IFortHealthRegenInterface::GetShieldRegenGameplayEffectClass() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortHealthRegenInterface", "GetShieldRegenGameplayEffectClass");

	Params::FortHealthRegenInterface_GetShieldRegenGameplayEffectClass Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaysetItemDefinition.AdjustToFinalLocation
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlaysetItemDefinition*       Playset                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          BaseLocation                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortPlaysetItemDefinition::AdjustToFinalLocation(class UObject* WorldContextObject, class UFortPlaysetItemDefinition* Playset, const struct FVector& BaseLocation, const struct FRotator& Rotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlaysetItemDefinition", "AdjustToFinalLocation");

	Params::FortPlaysetItemDefinition_AdjustToFinalLocation Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Playset = Playset;
	Parms.BaseLocation = std::move(BaseLocation);
	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaysetItemDefinition.SpawnActorsInPlayset
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AActor*                           WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlaysetItemDefinition*       Playset                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlaysetItemDefinition::SpawnActorsInPlayset(class AActor* WorldContextObject, class UFortPlaysetItemDefinition* Playset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlaysetItemDefinition", "SpawnActorsInPlayset");

	Params::FortPlaysetItemDefinition_SpawnActorsInPlayset Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Playset = Playset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPlaysetItemDefinition.SpawnPlayset
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AActor*                           WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlaysetItemDefinition*       Playset                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortPlaysetStreamingData        OutLevelData                                           (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// class ULevelStreamingDynamic*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ULevelStreamingDynamic* UFortPlaysetItemDefinition::SpawnPlayset(class AActor* WorldContextObject, class UFortPlaysetItemDefinition* Playset, const struct FVector& Location, const struct FRotator& Rotation, struct FFortPlaysetStreamingData* OutLevelData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlaysetItemDefinition", "SpawnPlayset");

	Params::FortPlaysetItemDefinition_SpawnPlayset Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Playset = Playset;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutLevelData != nullptr)
		*OutLevelData = std::move(Parms.OutLevelData);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaysetItemDefinition.SpawnPlaysetFromStruct
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AActor*                           WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortPlaysetStreamingData        LevelData                                              (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class ULevelStreamingDynamic*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class ULevelStreamingDynamic* UFortPlaysetItemDefinition::SpawnPlaysetFromStruct(class AActor* WorldContextObject, const struct FFortPlaysetStreamingData& LevelData)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortPlaysetItemDefinition", "SpawnPlaysetFromStruct");

	Params::FortPlaysetItemDefinition_SpawnPlaysetFromStruct Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.LevelData = std::move(LevelData);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPlaysetItemDefinition.GetPlaysetName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName UFortPlaysetItemDefinition::GetPlaysetName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlaysetItemDefinition", "GetPlaysetName");

	Params::FortPlaysetItemDefinition_GetPlaysetName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPoiManager.OnRep_FortPoiGridInfo
// (Final, Native, Private)

void AFortPoiManager::OnRep_FortPoiGridInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPoiManager", "OnRep_FortPoiGridInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPoiManager.OnRep_PoiGridForDebugDisplay
// (Final, Native, Private)

void AFortPoiManager::OnRep_PoiGridForDebugDisplay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPoiManager", "OnRep_PoiGridForDebugDisplay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortPoiManager.OnRep_PoiTagContainerTable
// (Final, Native, Private)

void AFortPoiManager::OnRep_PoiTagContainerTable()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPoiManager", "OnRep_PoiTagContainerTable");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileAthena.KillAfterNoPawnHit
// (Native, Protected)

void AFortProjectileAthena::KillAfterNoPawnHit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileAthena", "KillAfterNoPawnHit");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileAthena.OnRep_FireStart
// (Native, Public)

void AFortProjectileAthena::OnRep_FireStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileAthena", "OnRep_FireStart");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileAthena.OnRep_PawnHitResult
// (Native, Protected)

void AFortProjectileAthena::OnRep_PawnHitResult()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileAthena", "OnRep_PawnHitResult");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileAthena.ServerNotifyPawnHit
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)
// Parameters:
// struct FHitResult                       Hit                                                    (Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortProjectileAthena::ServerNotifyPawnHit(const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileAthena", "ServerNotifyPawnHit");

	Params::FortProjectileAthena_ServerNotifyPawnHit Parms{};

	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortProjectileTrajectory.SetTrajectoryFromNative
// (Native, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<struct FVector>                  SplinePoints                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  SplineTangents                                         (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortProjectileTrajectory::SetTrajectoryFromNative(const TArray<struct FVector>& SplinePoints, const TArray<struct FVector>& SplineTangents)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortProjectileTrajectory", "SetTrajectoryFromNative");

	Params::FortProjectileTrajectory_SetTrajectoryFromNative Parms{};

	Parms.SplinePoints = std::move(SplinePoints);
	Parms.SplineTangents = std::move(SplineTangents);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWindManager.BreakWindImpulseCylinder
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortWindImpulseCylinder         InWindImpulseCylinder                                  (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseLocation                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseInnerRadius                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseOuterRadius                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseMagnitude                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseDirection                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::BreakWindImpulseCylinder(const struct FFortWindImpulseCylinder& InWindImpulseCylinder, struct FVector* ImpulseLocation, float* ImpulseInnerRadius, float* ImpulseOuterRadius, float* ImpulseMagnitude, struct FVector* ImpulseDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "BreakWindImpulseCylinder");

	Params::FortWindManager_BreakWindImpulseCylinder Parms{};

	Parms.InWindImpulseCylinder = std::move(InWindImpulseCylinder);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ImpulseLocation != nullptr)
		*ImpulseLocation = std::move(Parms.ImpulseLocation);

	if (ImpulseInnerRadius != nullptr)
		*ImpulseInnerRadius = Parms.ImpulseInnerRadius;

	if (ImpulseOuterRadius != nullptr)
		*ImpulseOuterRadius = Parms.ImpulseOuterRadius;

	if (ImpulseMagnitude != nullptr)
		*ImpulseMagnitude = Parms.ImpulseMagnitude;

	if (ImpulseDirection != nullptr)
		*ImpulseDirection = std::move(Parms.ImpulseDirection);
}


// Function FortniteGame.FortWindManager.BreakWindImpulseCylinderAdvanced
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          WindLocation                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindInnerRadius                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindOuterRadius                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WindWorldDirection                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindMagnitude                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBox                             WindWorldBounds                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// bool                                    bIsWindChanging                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bIsWindChangePending                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::BreakWindImpulseCylinderAdvanced(const struct FFortWindImpulseCylinder& WindImpulseCylinder, struct FVector* WindLocation, float* WindInnerRadius, float* WindOuterRadius, struct FVector* WindWorldDirection, float* WindMagnitude, struct FBox* WindWorldBounds, bool* bIsWindChanging, bool* bIsWindChangePending)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "BreakWindImpulseCylinderAdvanced");

	Params::FortWindManager_BreakWindImpulseCylinderAdvanced Parms{};

	Parms.WindImpulseCylinder = std::move(WindImpulseCylinder);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WindLocation != nullptr)
		*WindLocation = std::move(Parms.WindLocation);

	if (WindInnerRadius != nullptr)
		*WindInnerRadius = Parms.WindInnerRadius;

	if (WindOuterRadius != nullptr)
		*WindOuterRadius = Parms.WindOuterRadius;

	if (WindWorldDirection != nullptr)
		*WindWorldDirection = std::move(Parms.WindWorldDirection);

	if (WindMagnitude != nullptr)
		*WindMagnitude = Parms.WindMagnitude;

	if (WindWorldBounds != nullptr)
		*WindWorldBounds = std::move(Parms.WindWorldBounds);

	if (bIsWindChanging != nullptr)
		*bIsWindChanging = Parms.bIsWindChanging;

	if (bIsWindChangePending != nullptr)
		*bIsWindChangePending = Parms.bIsWindChangePending;
}


// Function FortniteGame.FortWindManager.BreakWindImpulseCylinderDelta
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseCylinderDelta    WindImpulseCylinderDelta                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          WindDeltaCenter                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bWindImpulseInitialized                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bWindRipplesOutward                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaSectionWidth                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaInnerSectionRadius                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaOuterSectionRadius                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaMaximumRadius                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaDesiredOverallBlendTime                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaSectionBlendTime                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaSectionCurrentBlendTime                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaPreviousMagnitude                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaSectionCurrentMagnitude                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   WindDeltaDesiredMagnitude                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FBox                             WindDeltaOuterWorldBounds                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// struct FBox                             WindDeltaInnerWorldBounds                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// struct FBox                             WindImpulseBounds                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
// struct FFortWindImpulseHandle           WindImpulseHandleToModify                              (Parm, OutParm, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)

void AFortWindManager::BreakWindImpulseCylinderDelta(const struct FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta, struct FVector* WindDeltaCenter, bool* bWindImpulseInitialized, bool* bWindRipplesOutward, float* WindDeltaSectionWidth, float* WindDeltaInnerSectionRadius, float* WindDeltaOuterSectionRadius, float* WindDeltaMaximumRadius, float* WindDeltaDesiredOverallBlendTime, float* WindDeltaSectionBlendTime, float* WindDeltaSectionCurrentBlendTime, float* WindDeltaPreviousMagnitude, float* WindDeltaSectionCurrentMagnitude, float* WindDeltaDesiredMagnitude, struct FBox* WindDeltaOuterWorldBounds, struct FBox* WindDeltaInnerWorldBounds, struct FBox* WindImpulseBounds, struct FFortWindImpulseHandle* WindImpulseHandleToModify)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "BreakWindImpulseCylinderDelta");

	Params::FortWindManager_BreakWindImpulseCylinderDelta Parms{};

	Parms.WindImpulseCylinderDelta = std::move(WindImpulseCylinderDelta);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WindDeltaCenter != nullptr)
		*WindDeltaCenter = std::move(Parms.WindDeltaCenter);

	if (bWindImpulseInitialized != nullptr)
		*bWindImpulseInitialized = Parms.bWindImpulseInitialized;

	if (bWindRipplesOutward != nullptr)
		*bWindRipplesOutward = Parms.bWindRipplesOutward;

	if (WindDeltaSectionWidth != nullptr)
		*WindDeltaSectionWidth = Parms.WindDeltaSectionWidth;

	if (WindDeltaInnerSectionRadius != nullptr)
		*WindDeltaInnerSectionRadius = Parms.WindDeltaInnerSectionRadius;

	if (WindDeltaOuterSectionRadius != nullptr)
		*WindDeltaOuterSectionRadius = Parms.WindDeltaOuterSectionRadius;

	if (WindDeltaMaximumRadius != nullptr)
		*WindDeltaMaximumRadius = Parms.WindDeltaMaximumRadius;

	if (WindDeltaDesiredOverallBlendTime != nullptr)
		*WindDeltaDesiredOverallBlendTime = Parms.WindDeltaDesiredOverallBlendTime;

	if (WindDeltaSectionBlendTime != nullptr)
		*WindDeltaSectionBlendTime = Parms.WindDeltaSectionBlendTime;

	if (WindDeltaSectionCurrentBlendTime != nullptr)
		*WindDeltaSectionCurrentBlendTime = Parms.WindDeltaSectionCurrentBlendTime;

	if (WindDeltaPreviousMagnitude != nullptr)
		*WindDeltaPreviousMagnitude = Parms.WindDeltaPreviousMagnitude;

	if (WindDeltaSectionCurrentMagnitude != nullptr)
		*WindDeltaSectionCurrentMagnitude = Parms.WindDeltaSectionCurrentMagnitude;

	if (WindDeltaDesiredMagnitude != nullptr)
		*WindDeltaDesiredMagnitude = Parms.WindDeltaDesiredMagnitude;

	if (WindDeltaOuterWorldBounds != nullptr)
		*WindDeltaOuterWorldBounds = std::move(Parms.WindDeltaOuterWorldBounds);

	if (WindDeltaInnerWorldBounds != nullptr)
		*WindDeltaInnerWorldBounds = std::move(Parms.WindDeltaInnerWorldBounds);

	if (WindImpulseBounds != nullptr)
		*WindImpulseBounds = std::move(Parms.WindImpulseBounds);

	if (WindImpulseHandleToModify != nullptr)
		*WindImpulseHandleToModify = std::move(Parms.WindImpulseHandleToModify);
}


// Function FortniteGame.FortWindManager.BreakWindImpulseRadius
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FFortWindImpulseRadius           InWindImpulseRadius                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseLocation                                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseRadius                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseMagnitude                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseBlendTime                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::BreakWindImpulseRadius(const struct FFortWindImpulseRadius& InWindImpulseRadius, struct FVector* ImpulseLocation, float* ImpulseRadius, float* ImpulseMagnitude, float* ImpulseBlendTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "BreakWindImpulseRadius");

	Params::FortWindManager_BreakWindImpulseRadius Parms{};

	Parms.InWindImpulseRadius = std::move(InWindImpulseRadius);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ImpulseLocation != nullptr)
		*ImpulseLocation = std::move(Parms.ImpulseLocation);

	if (ImpulseRadius != nullptr)
		*ImpulseRadius = Parms.ImpulseRadius;

	if (ImpulseMagnitude != nullptr)
		*ImpulseMagnitude = Parms.ImpulseMagnitude;

	if (ImpulseBlendTime != nullptr)
		*ImpulseBlendTime = Parms.ImpulseBlendTime;
}


// Function FortniteGame.FortWindManager.GetWindManager
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortWindManager*                 ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortWindManager* AFortWindManager::GetWindManager(const class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "GetWindManager");

	Params::FortWindManager_GetWindManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.MakeWindImpulseCylinder
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          ImpulseLocation                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseInnerRadius                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseOuterRadius                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseMagnitude                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ImpulseDirection                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortWindImpulseCylinder         ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortWindImpulseCylinder AFortWindManager::MakeWindImpulseCylinder(const struct FVector& ImpulseLocation, float ImpulseInnerRadius, float ImpulseOuterRadius, float ImpulseMagnitude, const struct FVector& ImpulseDirection)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "MakeWindImpulseCylinder");

	Params::FortWindManager_MakeWindImpulseCylinder Parms{};

	Parms.ImpulseLocation = std::move(ImpulseLocation);
	Parms.ImpulseInnerRadius = ImpulseInnerRadius;
	Parms.ImpulseOuterRadius = ImpulseOuterRadius;
	Parms.ImpulseMagnitude = ImpulseMagnitude;
	Parms.ImpulseDirection = std::move(ImpulseDirection);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.MakeWindImpulseRadius
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FVector                          ImpulseLocation                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseRadius                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseMagnitude                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ImpulseBlendTime                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortWindImpulseRadius           ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortWindImpulseRadius AFortWindManager::MakeWindImpulseRadius(const struct FVector& ImpulseLocation, float ImpulseRadius, float ImpulseMagnitude, float ImpulseBlendTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortWindManager", "MakeWindImpulseRadius");

	Params::FortWindManager_MakeWindImpulseRadius Parms{};

	Parms.ImpulseLocation = std::move(ImpulseLocation);
	Parms.ImpulseRadius = ImpulseRadius;
	Parms.ImpulseMagnitude = ImpulseMagnitude;
	Parms.ImpulseBlendTime = ImpulseBlendTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.AddWindImpulse
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseRadius           WindImpulse                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortWindImpulseHandle           ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortWindImpulseHandle AFortWindManager::AddWindImpulse(const struct FFortWindImpulseRadius& WindImpulse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "AddWindImpulse");

	Params::FortWindManager_AddWindImpulse Parms{};

	Parms.WindImpulse = std::move(WindImpulse);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.AddWindImpulseCylinder
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   BlendTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortWindImpulseHandle           ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FFortWindImpulseHandle AFortWindManager::AddWindImpulseCylinder(const struct FFortWindImpulseCylinder& WindImpulseCylinder, float BlendTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "AddWindImpulseCylinder");

	Params::FortWindManager_AddWindImpulseCylinder Parms{};

	Parms.WindImpulseCylinder = std::move(WindImpulseCylinder);
	Parms.BlendTime = BlendTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.AddWindParticleSystemComponent
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UParticleSystemComponent*         ParticleSystemComponent                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::AddWindParticleSystemComponent(class UParticleSystemComponent* ParticleSystemComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "AddWindParticleSystemComponent");

	Params::FortWindManager_AddWindParticleSystemComponent Parms{};

	Parms.ParticleSystemComponent = ParticleSystemComponent;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWindAudioBecameActive
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UAudioComponent*                  WindAudioComp                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::OnWindAudioBecameActive(class UAudioComponent* WindAudioComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWindAudioBecameActive");

	Params::FortWindManager_OnWindAudioBecameActive Parms{};

	Parms.WindAudioComp = WindAudioComp;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWindAudioBecameInactive
// (Event, Protected, BlueprintEvent)
// Parameters:
// class UAudioComponent*                  WindAudioComp                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::OnWindAudioBecameInactive(class UAudioComponent* WindAudioComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWindAudioBecameInactive");

	Params::FortWindManager_OnWindAudioBecameInactive Parms{};

	Parms.WindAudioComp = WindAudioComp;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWindImpulseCylinderCreation
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortWindImpulseCylinderDelta    WindImpulseCylinderDelta                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortWindManager::OnWindImpulseCylinderCreation(const struct FFortWindImpulseCylinder& WindImpulseCylinder, const struct FFortWindImpulseCylinderDelta& WindImpulseCylinderDelta)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWindImpulseCylinderCreation");

	Params::FortWindManager_OnWindImpulseCylinderCreation Parms{};

	Parms.WindImpulseCylinder = std::move(WindImpulseCylinder);
	Parms.WindImpulseCylinderDelta = std::move(WindImpulseCylinderDelta);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWindImpulseCylinderDeath
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortWindManager::OnWindImpulseCylinderDeath(const struct FFortWindImpulseCylinder& WindImpulseCylinder)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWindImpulseCylinderDeath");

	Params::FortWindManager_OnWindImpulseCylinderDeath Parms{};

	Parms.WindImpulseCylinder = std::move(WindImpulseCylinder);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWindImpulseCylinderDeltaComplete
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortWindManager::OnWindImpulseCylinderDeltaComplete(const struct FFortWindImpulseCylinder& WindImpulseCylinder)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWindImpulseCylinderDeltaComplete");

	Params::FortWindManager_OnWindImpulseCylinderDeltaComplete Parms{};

	Parms.WindImpulseCylinder = std::move(WindImpulseCylinder);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.OnWorldReady
// (Event, Public, BlueprintEvent)

void AFortWindManager::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWindManager.RemoveWindImpulse
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseHandle           ImpulseHandle                                          (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   BlendTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::RemoveWindImpulse(const struct FFortWindImpulseHandle& ImpulseHandle, float BlendTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "RemoveWindImpulse");

	Params::FortWindManager_RemoveWindImpulse Parms{};

	Parms.ImpulseHandle = std::move(ImpulseHandle);
	Parms.BlendTime = BlendTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWindManager.RemoveWindParticleSystemComponent
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UParticleSystemComponent*         ParticleSystemComponent                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::RemoveWindParticleSystemComponent(class UParticleSystemComponent* ParticleSystemComponent)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "RemoveWindParticleSystemComponent");

	Params::FortWindManager_RemoveWindParticleSystemComponent Parms{};

	Parms.ParticleSystemComponent = ParticleSystemComponent;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortWindManager.SetWindImpulse
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseHandle           ImpulseHandle                                          (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortWindImpulseRadius           WindImpulse                                            (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWindManager::SetWindImpulse(const struct FFortWindImpulseHandle& ImpulseHandle, const struct FFortWindImpulseRadius& WindImpulse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "SetWindImpulse");

	Params::FortWindManager_SetWindImpulse Parms{};

	Parms.ImpulseHandle = std::move(ImpulseHandle);
	Parms.WindImpulse = std::move(WindImpulse);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.SetWindImpulseCylinderMagnitude
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortWindImpulseHandle           ImpulseHandle                                          (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   NewMagnitude                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   BlendTime                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWindManager::SetWindImpulseCylinderMagnitude(const struct FFortWindImpulseHandle& ImpulseHandle, float NewMagnitude, float BlendTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "SetWindImpulseCylinderMagnitude");

	Params::FortWindManager_SetWindImpulseCylinderMagnitude Parms{};

	Parms.ImpulseHandle = std::move(ImpulseHandle);
	Parms.NewMagnitude = NewMagnitude;
	Parms.BlendTime = BlendTime;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.GetCurrentWindImpulseCylinderDelta
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortWindImpulseCylinder         WindImpulseCylinder                                    (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// struct FFortWindImpulseCylinderDelta    WindImpulseCylinderDelta                               (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWindManager::GetCurrentWindImpulseCylinderDelta(struct FFortWindImpulseCylinder* WindImpulseCylinder, struct FFortWindImpulseCylinderDelta* WindImpulseCylinderDelta) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "GetCurrentWindImpulseCylinderDelta");

	Params::FortWindManager_GetCurrentWindImpulseCylinderDelta Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WindImpulseCylinder != nullptr)
		*WindImpulseCylinder = std::move(Parms.WindImpulseCylinder);

	if (WindImpulseCylinderDelta != nullptr)
		*WindImpulseCylinderDelta = std::move(Parms.WindImpulseCylinderDelta);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWindManager.GetGlobalWindIntensityAndDirection
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, Const)
// Parameters:
// float                                   WindIntensity                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          WindDirection                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortWindManager::GetGlobalWindIntensityAndDirection(float* WindIntensity, struct FVector* WindDirection) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "GetGlobalWindIntensityAndDirection");

	Params::FortWindManager_GetGlobalWindIntensityAndDirection Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (WindIntensity != nullptr)
		*WindIntensity = Parms.WindIntensity;

	if (WindDirection != nullptr)
		*WindDirection = std::move(Parms.WindDirection);
}


// Function FortniteGame.FortWindManager.HasWindImpulse
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortWindImpulseHandle           WindImpulseHandle                                      (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWindManager::HasWindImpulse(const struct FFortWindImpulseHandle& WindImpulseHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWindManager", "HasWindImpulse");

	Params::FortWindManager_HasWindImpulse Parms{};

	Parms.WindImpulseHandle = std::move(WindImpulseHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortPvPMission_3PtDomination.CapturePointSetterHackTimer
// (Native, Protected)

void AFortPvPMission_3PtDomination::CapturePointSetterHackTimer()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPvPMission_3PtDomination", "CapturePointSetterHackTimer");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.WorldMapPin.OnTheaterIdSet
// (Event, Public, BlueprintEvent)

void AWorldMapPin::OnTheaterIdSet()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("WorldMapPin", "OnTheaterIdSet");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.WorldMapPin.SetTheaterId
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           NewId                                                  (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AWorldMapPin::SetTheaterId(const class FString& NewId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("WorldMapPin", "SetTheaterId");

	Params::WorldMapPin_SetTheaterId Parms{};

	Parms.NewId = std::move(NewId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRuntimeOptions.GetRuntimeOptions
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortRuntimeOptions*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortRuntimeOptions* UFortRuntimeOptions::GetRuntimeOptions()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortRuntimeOptions", "GetRuntimeOptions");

	Params::FortRuntimeOptions_GetRuntimeOptions Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.IsPartyInProgressEnabled
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::IsPartyInProgressEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortRuntimeOptions", "IsPartyInProgressEnabled");

	Params::FortRuntimeOptions_IsPartyInProgressEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetEnableLobbyGenericLinkButton
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::GetEnableLobbyGenericLinkButton()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetEnableLobbyGenericLinkButton");

	Params::FortRuntimeOptions_GetEnableLobbyGenericLinkButton Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetLobbyGenericLinkButtonOverrideText
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortRuntimeOptions::GetLobbyGenericLinkButtonOverrideText()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetLobbyGenericLinkButtonOverrideText");

	Params::FortRuntimeOptions_GetLobbyGenericLinkButtonOverrideText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetLobbyGenericLinkButtonURL
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortRuntimeOptions::GetLobbyGenericLinkButtonURL()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetLobbyGenericLinkButtonURL");

	Params::FortRuntimeOptions_GetLobbyGenericLinkButtonURL Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortRuntimeOptions.OnHotfixApplied__DelegateSignature
// (MulticastDelegate, Public, Delegate)

void UFortRuntimeOptions::OnHotfixApplied__DelegateSignature()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "OnHotfixApplied__DelegateSignature");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortRuntimeOptions.SetEnableMainMenuSocialButton
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    NewValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortRuntimeOptions::SetEnableMainMenuSocialButton(bool NewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "SetEnableMainMenuSocialButton");

	Params::FortRuntimeOptions_SetEnableMainMenuSocialButton Parms{};

	Parms.NewValue = NewValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRuntimeOptions.GetDelayGiftButtonWhenMFANotEnabledSeconds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortRuntimeOptions::GetDelayGiftButtonWhenMFANotEnabledSeconds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetDelayGiftButtonWhenMFANotEnabledSeconds");

	Params::FortRuntimeOptions_GetDelayGiftButtonWhenMFANotEnabledSeconds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetDisabledFrontendNavigationTabs
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FRuntimeOptionTabStateInfo>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<struct FRuntimeOptionTabStateInfo> UFortRuntimeOptions::GetDisabledFrontendNavigationTabs() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetDisabledFrontendNavigationTabs");

	Params::FortRuntimeOptions_GetDisabledFrontendNavigationTabs Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetDisablePurchaseHistoryScreen
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::GetDisablePurchaseHistoryScreen() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetDisablePurchaseHistoryScreen");

	Params::FortRuntimeOptions_GetDisablePurchaseHistoryScreen Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetEnableLFG
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::GetEnableLFG() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetEnableLFG");

	Params::FortRuntimeOptions_GetEnableLFG Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetEnableMainMenuSocialButton
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::GetEnableMainMenuSocialButton() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetEnableMainMenuSocialButton");

	Params::FortRuntimeOptions_GetEnableMainMenuSocialButton Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetEnableSocialPanelAddEpicFriendsBang
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::GetEnableSocialPanelAddEpicFriendsBang() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetEnableSocialPanelAddEpicFriendsBang");

	Params::FortRuntimeOptions_GetEnableSocialPanelAddEpicFriendsBang Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetEnableSplitWalletTextNotice
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortRuntimeOptions::GetEnableSplitWalletTextNotice() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetEnableSplitWalletTextNotice");

	Params::FortRuntimeOptions_GetEnableSplitWalletTextNotice Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetGameVersion
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortRuntimeOptions::GetGameVersion() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetGameVersion");

	Params::FortRuntimeOptions_GetGameVersion Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetIsFriendLinkEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortRuntimeOptions::GetIsFriendLinkEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetIsFriendLinkEnabled");

	Params::FortRuntimeOptions_GetIsFriendLinkEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetIsPlayerReportingFlowEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortRuntimeOptions::GetIsPlayerReportingFlowEnabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetIsPlayerReportingFlowEnabled");

	Params::FortRuntimeOptions_GetIsPlayerReportingFlowEnabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetOverrideAffiliateDescriptionText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortRuntimeOptions::GetOverrideAffiliateDescriptionText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetOverrideAffiliateDescriptionText");

	Params::FortRuntimeOptions_GetOverrideAffiliateDescriptionText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetOverrideAffiliateErrorText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortRuntimeOptions::GetOverrideAffiliateErrorText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetOverrideAffiliateErrorText");

	Params::FortRuntimeOptions_GetOverrideAffiliateErrorText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetOverrideBonusEventXpTitleText
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortRuntimeOptions::GetOverrideBonusEventXpTitleText() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetOverrideBonusEventXpTitleText");

	Params::FortRuntimeOptions_GetOverrideBonusEventXpTitleText Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetShowReplayTrailerButton_Athena
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortRuntimeOptions::GetShowReplayTrailerButton_Athena() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetShowReplayTrailerButton_Athena");

	Params::FortRuntimeOptions_GetShowReplayTrailerButton_Athena Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.GetValidAffiliateNames
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<class FString>             ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, ReferenceParm, NativeAccessSpecifierPublic)

const TArray<class FString> UFortRuntimeOptions::GetValidAffiliateNames() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "GetValidAffiliateNames");

	Params::FortRuntimeOptions_GetValidAffiliateNames Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.IsGiftingDisabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::IsGiftingDisabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "IsGiftingDisabled");

	Params::FortRuntimeOptions_IsGiftingDisabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.IsInviteUIDisabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::IsInviteUIDisabled() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "IsInviteUIDisabled");

	Params::FortRuntimeOptions_IsInviteUIDisabled Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.IsMatchmakingKnobEnabled
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           KnobName                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const bool                              ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const bool UFortRuntimeOptions::IsMatchmakingKnobEnabled(const class FString& KnobName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "IsMatchmakingKnobEnabled");

	Params::FortRuntimeOptions_IsMatchmakingKnobEnabled Parms{};

	Parms.KnobName = std::move(KnobName);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.ShouldDisableReceiveGiftOption
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::ShouldDisableReceiveGiftOption() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "ShouldDisableReceiveGiftOption");

	Params::FortRuntimeOptions_ShouldDisableReceiveGiftOption Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRuntimeOptions.ShouldShowLeaderboardPrivacySettings
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortRuntimeOptions::ShouldShowLeaderboardPrivacySettings() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRuntimeOptions", "ShouldShowLeaderboardPrivacySettings");

	Params::FortRuntimeOptions_ShouldShowLeaderboardPrivacySettings Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMission
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortMission*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMission* IFortSpawnableByPlacementSystemInterface::GetMission() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMission");

	Params::FortSpawnableByPlacementSystemInterface_GetMission Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpawnableByPlacementSystemInterface.GetMissionGuid
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGuid                            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGuid IFortSpawnableByPlacementSystemInterface::GetMissionGuid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpawnableByPlacementSystemInterface", "GetMissionGuid");

	Params::FortSpawnableByPlacementSystemInterface_GetMissionGuid Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQueryTwoPointSolver.AddNamedFloatParamA
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQueryTwoPointSolver::AddNamedFloatParamA(class FName ParamName, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "AddNamedFloatParamA");

	Params::FortQueryTwoPointSolver_AddNamedFloatParamA Parms{};

	Parms.ParamName = ParamName;
	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQueryTwoPointSolver.AddNamedFloatParamB
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             ParamName                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Value                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQueryTwoPointSolver::AddNamedFloatParamB(class FName ParamName, float Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "AddNamedFloatParamB");

	Params::FortQueryTwoPointSolver_AddNamedFloatParamB Parms{};

	Parms.ParamName = ParamName;
	Parms.Value = Value;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQueryTwoPointSolver.OnCustomRotationMode
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FVector                          InPointA                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Querier                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQueryTwoPointSolver::OnCustomRotationMode(const struct FVector& InPointA, const struct FVector& Querier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "OnCustomRotationMode");

	Params::FortQueryTwoPointSolver_OnCustomRotationMode Parms{};

	Parms.InPointA = std::move(InPointA);
	Parms.Querier = std::move(Querier);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortQueryTwoPointSolver.SetCustomRotationA
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

void UFortQueryTwoPointSolver::SetCustomRotationA(const struct FRotator& Rotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "SetCustomRotationA");

	Params::FortQueryTwoPointSolver_SetCustomRotationA Parms{};

	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQueryTwoPointSolver.SkipToNextPointA
// (Final, Native, Public, BlueprintCallable)

void UFortQueryTwoPointSolver::SkipToNextPointA()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "SkipToNextPointA");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQueryTwoPointSolver.Start
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject*                          Querier                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQueryTwoPointSolver::Start(class UObject* Querier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "Start");

	Params::FortQueryTwoPointSolver_Start Parms{};

	Parms.Querier = Querier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQueryTwoPointSolver.GetRandomRotationOffset
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FRotator                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FRotator UFortQueryTwoPointSolver::GetRandomRotationOffset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQueryTwoPointSolver", "GetRandomRotationOffset");

	Params::FortQueryTwoPointSolver_GetRandomRotationOffset Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetMissionConfigData
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag                     InBucketTag                                            (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionConfigData*           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortMissionConfigData* UFortQuestItem::GetMissionConfigData(const struct FGameplayTag& InBucketTag)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetMissionConfigData");

	Params::FortQuestItem_GetMissionConfigData Parms{};

	Parms.InBucketTag = std::move(InBucketTag);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.CanPinQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::CanPinQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "CanPinQuest");

	Params::FortQuestItem_CanPinQuest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.DoesQuestExpire
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::DoesQuestExpire() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "DoesQuestExpire");

	Params::FortQuestItem_DoesQuestExpire Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetAchievedCount
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   OutTotalAchievedCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OutTotalRequiredCount                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestItem::GetAchievedCount(int32* OutTotalAchievedCount, int32* OutTotalRequiredCount) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetAchievedCount");

	Params::FortQuestItem_GetAchievedCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutTotalAchievedCount != nullptr)
		*OutTotalAchievedCount = Parms.OutTotalAchievedCount;

	if (OutTotalRequiredCount != nullptr)
		*OutTotalRequiredCount = Parms.OutTotalRequiredCount;
}


// Function FortniteGame.FortQuestItem.GetBroadcasterGrantWindowEnd
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FDateTime UFortQuestItem::GetBroadcasterGrantWindowEnd() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetBroadcasterGrantWindowEnd");

	Params::FortQuestItem_GetBroadcasterGrantWindowEnd Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetChallengeChainRewardInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bGetCurrentChainQuestOnly                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortRewardInfo                  ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortRewardInfo UFortQuestItem::GetChallengeChainRewardInfo(bool bGetCurrentChainQuestOnly) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetChallengeChainRewardInfo");

	Params::FortQuestItem_GetChallengeChainRewardInfo Parms{};

	Parms.bGetCurrentChainQuestOnly = bGetCurrentChainQuestOnly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetNumObjectivesComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestItem::GetNumObjectivesComplete() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetNumObjectivesComplete");

	Params::FortQuestItem_GetNumObjectivesComplete Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetObjectiveInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// class UFortQuestObjectiveInfo*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestObjectiveInfo* UFortQuestItem::GetObjectiveInfo(const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetObjectiveInfo");

	Params::FortQuestItem_GetObjectiveInfo Parms{};

	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetPercentageComplete
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortQuestItem::GetPercentageComplete() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetPercentageComplete");

	Params::FortQuestItem_GetPercentageComplete Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetPreviewAllSelectableRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortItemInstanceQuantityPair>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemInstanceQuantityPair> UFortQuestItem::GetPreviewAllSelectableRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetPreviewAllSelectableRewards");

	Params::FortQuestItem_GetPreviewAllSelectableRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetPreviewRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FFortItemInstanceQuantityPair>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemInstanceQuantityPair> UFortQuestItem::GetPreviewRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetPreviewRewards");

	Params::FortQuestItem_GetPreviewRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetPreviewSelectableRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   RewardIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortItemInstanceQuantityPair>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FFortItemInstanceQuantityPair> UFortQuestItem::GetPreviewSelectableRewards(int32 RewardIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetPreviewSelectableRewards");

	Params::FortQuestItem_GetPreviewSelectableRewards Parms{};

	Parms.RewardIndex = RewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetQuestDefinitionBP
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItemDefinition* UFortQuestItem::GetQuestDefinitionBP() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetQuestDefinitionBP");

	Params::FortQuestItem_GetQuestDefinitionBP Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetQuestState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortQuestState                         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortQuestState UFortQuestItem::GetQuestState() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetQuestState");

	Params::FortQuestItem_GetQuestState Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetRemainingExpirationDuration
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTimespan                        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FTimespan UFortQuestItem::GetRemainingExpirationDuration(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetRemainingExpirationDuration");

	Params::FortQuestItem_GetRemainingExpirationDuration Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetRewardInfo
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FFortRewardInfo                  ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortRewardInfo UFortQuestItem::GetRewardInfo() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetRewardInfo");

	Params::FortQuestItem_GetRewardInfo Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.GetTwitchBroadcasterChannelId
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortQuestItem::GetTwitchBroadcasterChannelId() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "GetTwitchBroadcasterChannelId");

	Params::FortQuestItem_GetTwitchBroadcasterChannelId Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.HasCompletedObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::HasCompletedObjective(const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "HasCompletedObjective");

	Params::FortQuestItem_HasCompletedObjective Parms{};

	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.HasCompletedObjectiveWithName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             BackendName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::HasCompletedObjectiveWithName(class FName BackendName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "HasCompletedObjectiveWithName");

	Params::FortQuestItem_HasCompletedObjectiveWithName Parms{};

	Parms.BackendName = BackendName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.HasCompletedQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::HasCompletedQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "HasCompletedQuest");

	Params::FortQuestItem_HasCompletedQuest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.HasQuestExpired
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDateTime                        UtcNow                                                 (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::HasQuestExpired(const struct FDateTime& UtcNow) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "HasQuestExpired");

	Params::FortQuestItem_HasQuestExpired Parms{};

	Parms.UtcNow = std::move(UtcNow);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.HasVisibleRewards
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::HasVisibleRewards() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "HasVisibleRewards");

	Params::FortQuestItem_HasVisibleRewards Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsIncludedInCategories
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsIncludedInCategories() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsIncludedInCategories");

	Params::FortQuestItem_IsIncludedInCategories Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsObjectiveInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsObjectiveInProgress(const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsObjectiveInProgress");

	Params::FortQuestItem_IsObjectiveInProgress Parms{};

	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsObjectiveWithNameInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             BackendName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsObjectiveWithNameInProgress(class FName BackendName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsObjectiveWithNameInProgress");

	Params::FortQuestItem_IsObjectiveWithNameInProgress Parms{};

	Parms.BackendName = BackendName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsQuestInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsQuestInProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsQuestInProgress");

	Params::FortQuestItem_IsQuestInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsQuestPinned
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsQuestPinned() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsQuestPinned");

	Params::FortQuestItem_IsQuestPinned Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.IsVisibleToUser
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    bAllowClaimedQuestsToBeVisible                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::IsVisibleToUser(bool bAllowClaimedQuestsToBeVisible) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "IsVisibleToUser");

	Params::FortQuestItem_IsVisibleToUser Parms{};

	Parms.bAllowClaimedQuestsToBeVisible = bAllowClaimedQuestsToBeVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestItem.ShouldDisplayOverallQuestInformation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestItem::ShouldDisplayOverallQuestInformation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestItem", "ShouldDisplayOverallQuestInformation");

	Params::FortQuestItem_ShouldDisplayOverallQuestInformation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestCategory.GetUnseenQuestCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestCategory::GetUnseenQuestCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestCategory", "GetUnseenQuestCount");

	Params::FortQuestCategory_GetUnseenQuestCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestCategory.HasUnseenQuests
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestCategory::HasUnseenQuests()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestCategory", "HasUnseenQuests");

	Params::FortQuestCategory_HasUnseenQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.AreTutorialQuestsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::AreTutorialQuestsActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "AreTutorialQuestsActive");

	Params::FortQuestManager_AreTutorialQuestsActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.DisableQuestStateLogging
// (Final, Exec, Native, Private)

void UFortQuestManager::DisableQuestStateLogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "DisableQuestStateLogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.EnableQuestStateLogging
// (Final, Exec, Native, Private)

void UFortQuestManager::EnableQuestStateLogging()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "EnableQuestStateLogging");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.ForceTriggerQuestsUpdated
// (Final, Native, Public, BlueprintCallable)

void UFortQuestManager::ForceTriggerQuestsUpdated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "ForceTriggerQuestsUpdated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.GetBroadcasterQuestWithOpenWindow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortQuestItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItem* UFortQuestManager::GetBroadcasterQuestWithOpenWindow()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetBroadcasterQuestWithOpenWindow");

	Params::FortQuestManager_GetBroadcasterQuestWithOpenWindow Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetCompletedQuests
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortQuestItem*>           OutCompletedQuests                                     (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortQuestManager::GetCompletedQuests(TArray<class UFortQuestItem*>* OutCompletedQuests)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetCompletedQuests");

	Params::FortQuestManager_GetCompletedQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCompletedQuests != nullptr)
		*OutCompletedQuests = std::move(Parms.OutCompletedQuests);
}


// Function FortniteGame.FortQuestManager.GetCurrentQuestsCategories
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class UFortQuestCategory*>       Categories                                             (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortQuestManager::GetCurrentQuestsCategories(TArray<class UFortQuestCategory*>* Categories)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetCurrentQuestsCategories");

	Params::FortQuestManager_GetCurrentQuestsCategories Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Categories != nullptr)
		*Categories = std::move(Parms.Categories);
}


// Function FortniteGame.FortQuestManager.GetNextUnseenQuest
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortQuestType                          QuestType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItem* UFortQuestManager::GetNextUnseenQuest(EFortQuestType QuestType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetNextUnseenQuest");

	Params::FortQuestManager_GetNextUnseenQuest Parms{};

	Parms.QuestType = QuestType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetNumCompletedObjectives
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestManager::GetNumCompletedObjectives(const class UFortQuestItemDefinition* Definition)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetNumCompletedObjectives");

	Params::FortQuestManager_GetNumCompletedObjectives Parms{};

	Parms.Definition = Definition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetPinnedQuests
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// TArray<class UFortQuestItem*>           OutPinnedQuestItems                                    (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortQuestManager::GetPinnedQuests(TArray<class UFortQuestItem*>* OutPinnedQuestItems)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetPinnedQuests");

	Params::FortQuestManager_GetPinnedQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutPinnedQuestItems != nullptr)
		*OutPinnedQuestItems = std::move(Parms.OutPinnedQuestItems);
}


// Function FortniteGame.FortQuestManager.GetQuestCategory
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortQuestItem*                   QuestItem                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// const class UFortQuestCategory*         ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

const class UFortQuestCategory* UFortQuestManager::GetQuestCategory(class UFortQuestItem* QuestItem)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetQuestCategory");

	Params::FortQuestManager_GetQuestCategory Parms{};

	Parms.QuestItem = QuestItem;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetUnseenQuestCount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestManager::GetUnseenQuestCount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetUnseenQuestCount");

	Params::FortQuestManager_GetUnseenQuestCount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GrantFirstDailyQuest
// (Final, Native, Public, BlueprintCallable)

void UFortQuestManager::GrantFirstDailyQuest()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GrantFirstDailyQuest");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.HasUnseenQuests
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasUnseenQuests()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasUnseenQuests");

	Params::FortQuestManager_HasUnseenQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsCurrentTutorialObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class FName                             TutorialObjectiveName                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsCurrentTutorialObjective(class FName TutorialObjectiveName)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsCurrentTutorialObjective");

	Params::FortQuestManager_IsCurrentTutorialObjective Parms{};

	Parms.TutorialObjectiveName = TutorialObjectiveName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsMainQuest
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsMainQuest(class UFortQuestItem* Quest)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsMainQuest");

	Params::FortQuestManager_IsMainQuest Parms{};

	Parms.Quest = Quest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.MarkQuestSeen
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::MarkQuestSeen(class UFortQuestItem* Quest)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "MarkQuestSeen");

	Params::FortQuestManager_MarkQuestSeen Parms{};

	Parms.Quest = Quest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.PopNextPendingFeatureUnlock
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortQuestManager::PopNextPendingFeatureUnlock()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "PopNextPendingFeatureUnlock");

	Params::FortQuestManager_PopNextPendingFeatureUnlock Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.SendComplexCustomStatEvent
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          TargetObject                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            AdditionalSourceTags                                   (Parm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            TargetTags                                             (Parm, NativeAccessSpecifierPublic)
// bool                                    QuestActive                                            (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    QuestCompleted                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::SendComplexCustomStatEvent(class UObject* TargetObject, const struct FGameplayTagContainer& AdditionalSourceTags, const struct FGameplayTagContainer& TargetTags, bool* QuestActive, bool* QuestCompleted, int32 Count)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "SendComplexCustomStatEvent");

	Params::FortQuestManager_SendComplexCustomStatEvent Parms{};

	Parms.TargetObject = TargetObject;
	Parms.AdditionalSourceTags = std::move(AdditionalSourceTags);
	Parms.TargetTags = std::move(TargetTags);
	Parms.Count = Count;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (QuestActive != nullptr)
		*QuestActive = Parms.QuestActive;

	if (QuestCompleted != nullptr)
		*QuestCompleted = Parms.QuestCompleted;
}


// Function FortniteGame.FortQuestManager.SendCustomStatEvent
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// struct FDataTableRowHandle              ObjectiveStat                                          (Parm, NoDestructor, NativeAccessSpecifierPublic)
// int32                                   Count                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bForceFlush                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::SendCustomStatEvent(const struct FDataTableRowHandle& ObjectiveStat, int32 Count, bool bForceFlush)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "SendCustomStatEvent");

	Params::FortQuestManager_SendCustomStatEvent Parms{};

	Parms.ObjectiveStat = std::move(ObjectiveStat);
	Parms.Count = Count;
	Parms.bForceFlush = bForceFlush;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.SetQuestPinned
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::SetQuestPinned(class UFortQuestItem* Quest, bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "SetQuestPinned");

	Params::FortQuestManager_SetQuestPinned Parms{};

	Parms.Quest = Quest;
	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.CanProgressQuestInCurrentZone
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         QuestItemDefinition                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::CanProgressQuestInCurrentZone(const class UFortQuestItemDefinition* QuestItemDefinition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "CanProgressQuestInCurrentZone");

	Params::FortQuestManager_CanProgressQuestInCurrentZone Parms{};

	Parms.QuestItemDefinition = QuestItemDefinition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.ClaimNextCompletedQuestReward
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// EFortQuestType                          QuestType                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::ClaimNextCompletedQuestReward(EFortQuestType QuestType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "ClaimNextCompletedQuestReward");

	Params::FortQuestManager_ClaimNextCompletedQuestReward Parms{};

	Parms.QuestType = QuestType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.ClaimQuestReward
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::ClaimQuestReward(const class UFortQuestItem* Quest) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "ClaimQuestReward");

	Params::FortQuestManager_ClaimQuestReward Parms{};

	Parms.Quest = Quest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.ClaimSelectedQuestReward
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   RewardIndex                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::ClaimSelectedQuestReward(const class UFortQuestItem* Quest, int32 RewardIndex) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "ClaimSelectedQuestReward");

	Params::FortQuestManager_ClaimSelectedQuestReward Parms{};

	Parms.Quest = Quest;
	Parms.RewardIndex = RewardIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.GetBattlePassQuestsInProgress
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// int32                                   MaxCount                                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDefinition*              RequiredReward                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class UFortQuestItem*>           OutQuests                                              (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    bAllQuestsComplete                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::GetBattlePassQuestsInProgress(const int32 MaxCount, const class UFortItemDefinition* RequiredReward, TArray<class UFortQuestItem*>* OutQuests, bool* bAllQuestsComplete) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetBattlePassQuestsInProgress");

	Params::FortQuestManager_GetBattlePassQuestsInProgress Parms{};

	Parms.MaxCount = MaxCount;
	Parms.RequiredReward = RequiredReward;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutQuests != nullptr)
		*OutQuests = std::move(Parms.OutQuests);

	if (bAllQuestsComplete != nullptr)
		*bAllQuestsComplete = Parms.bAllQuestsComplete;
}


// Function FortniteGame.FortQuestManager.GetCurrentObjectiveCount
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestManager::GetCurrentObjectiveCount(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetCurrentObjectiveCount");

	Params::FortQuestManager_GetCurrentObjectiveCount Parms{};

	Parms.Definition = Definition;
	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetCurrentQuests
// (Final, Native, Public, HasOutParams, BlueprintCallable, Const)
// Parameters:
// TArray<class UFortQuestItem*>           OutCurrentQuests                                       (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void UFortQuestManager::GetCurrentQuests(TArray<class UFortQuestItem*>* OutCurrentQuests) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetCurrentQuests");

	Params::FortQuestManager_GetCurrentQuests Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutCurrentQuests != nullptr)
		*OutCurrentQuests = std::move(Parms.OutCurrentQuests);
}


// Function FortniteGame.FortQuestManager.GetMainQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItem* UFortQuestManager::GetMainQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetMainQuest");

	Params::FortQuestManager_GetMainQuest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetQuestWithDefinition
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortQuestItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItem* UFortQuestManager::GetQuestWithDefinition(const class UFortQuestItemDefinition* Definition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetQuestWithDefinition");

	Params::FortQuestManager_GetQuestWithDefinition Parms{};

	Parms.Definition = Definition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetRemainingDailyQuestRerolls
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuestManager::GetRemainingDailyQuestRerolls() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetRemainingDailyQuestRerolls");

	Params::FortQuestManager_GetRemainingDailyQuestRerolls Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.GetSourceAndContextTags
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            OutSourceTags                                          (Parm, OutParm, NativeAccessSpecifierPublic)
// struct FGameplayTagContainer            OutContextTags                                         (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortQuestManager::GetSourceAndContextTags(struct FGameplayTagContainer* OutSourceTags, struct FGameplayTagContainer* OutContextTags) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "GetSourceAndContextTags");

	Params::FortQuestManager_GetSourceAndContextTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutSourceTags != nullptr)
		*OutSourceTags = std::move(Parms.OutSourceTags);

	if (OutContextTags != nullptr)
		*OutContextTags = std::move(Parms.OutContextTags);
}


// Function FortniteGame.FortQuestManager.HasCompletedObjective
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasCompletedObjective(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasCompletedObjective");

	Params::FortQuestManager_HasCompletedObjective Parms{};

	Parms.Definition = Definition;
	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.HasCompletedObjectiveWithName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BackendName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasCompletedObjectiveWithName(const class UFortQuestItemDefinition* Definition, class FName BackendName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasCompletedObjectiveWithName");

	Params::FortQuestManager_HasCompletedObjectiveWithName Parms{};

	Parms.Definition = Definition;
	Parms.BackendName = BackendName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.HasCompletedQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasCompletedQuest(const class UFortQuestItemDefinition* Definition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasCompletedQuest");

	Params::FortQuestManager_HasCompletedQuest Parms{};

	Parms.Definition = Definition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.HasQuestBeenSeenLocally
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItem*                   Quest                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasQuestBeenSeenLocally(const class UFortQuestItem* Quest) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasQuestBeenSeenLocally");

	Params::FortQuestManager_HasQuestBeenSeenLocally Parms{};

	Parms.Quest = Quest;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.HasUnsavedPrimaryMissionProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::HasUnsavedPrimaryMissionProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "HasUnsavedPrimaryMissionProgress");

	Params::FortQuestManager_HasUnsavedPrimaryMissionProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsObjectiveInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FDataTableRowHandle              ObjectiveStatHandle                                    (Parm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsObjectiveInProgress(const class UFortQuestItemDefinition* Definition, const struct FDataTableRowHandle& ObjectiveStatHandle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsObjectiveInProgress");

	Params::FortQuestManager_IsObjectiveInProgress Parms{};

	Parms.Definition = Definition;
	Parms.ObjectiveStatHandle = std::move(ObjectiveStatHandle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsObjectiveWithNameInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BackendName                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsObjectiveWithNameInProgress(const class UFortQuestItemDefinition* Definition, class FName BackendName) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsObjectiveWithNameInProgress");

	Params::FortQuestManager_IsObjectiveWithNameInProgress Parms{};

	Parms.Definition = Definition;
	Parms.BackendName = BackendName;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsPendingFeatureUnlockNotification
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsPendingFeatureUnlockNotification() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsPendingFeatureUnlockNotification");

	Params::FortQuestManager_IsPendingFeatureUnlockNotification Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.IsQuestInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItemDefinition*         Definition                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestManager::IsQuestInProgress(const class UFortQuestItemDefinition* Definition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "IsQuestInProgress");

	Params::FortQuestManager_IsQuestInProgress Parms{};

	Parms.Definition = Definition;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestManager.ListChallenges
// (Final, Exec, Native, Private, Const)
// Parameters:
// class FString                           Filter                                                 (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::ListChallenges(const class FString& Filter) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "ListChallenges");

	Params::FortQuestManager_ListChallenges Parms{};

	Parms.Filter = std::move(Filter);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.MarkQuestsSeen
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// bool                                    bOnlyMarkPendingSeenQuests                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::MarkQuestsSeen(bool bOnlyMarkPendingSeenQuests) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "MarkQuestsSeen");

	Params::FortQuestManager_MarkQuestsSeen Parms{};

	Parms.bOnlyMarkPendingSeenQuests = bOnlyMarkPendingSeenQuests;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestManager.RerollDailyQuest
// (Final, Native, Public, BlueprintCallable, Const)
// Parameters:
// class UFortQuestItem*                   QuestToDiscard                                         (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortQuestManager::RerollDailyQuest(const class UFortQuestItem* QuestToDiscard) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestManager", "RerollDailyQuest");

	Params::FortQuestManager_RerollDailyQuest Parms{};

	Parms.QuestToDiscard = QuestToDiscard;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestObjectiveInfo.DisplayDynamicQuestUpdate
// (Final, Native, Private)

void UFortQuestObjectiveInfo::DisplayDynamicQuestUpdate()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "DisplayDynamicQuestUpdate");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortQuestObjectiveInfo.GetOwningQuest
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItem*                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortQuestItem* UFortQuestObjectiveInfo::GetOwningQuest() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "GetOwningQuest");

	Params::FortQuestObjectiveInfo_GetOwningQuest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestObjectiveInfo.HasCompleted
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestObjectiveInfo::HasCompleted() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "HasCompleted");

	Params::FortQuestObjectiveInfo_HasCompleted Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestObjectiveInfo.IsActive
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestObjectiveInfo::IsActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "IsActive");

	Params::FortQuestObjectiveInfo_IsActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestObjectiveInfo.IsInProgress
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestObjectiveInfo::IsInProgress() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "IsInProgress");

	Params::FortQuestObjectiveInfo_IsInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuestObjectiveInfo.IsVisibleToUser
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortQuestObjectiveInfo::IsVisibleToUser() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuestObjectiveInfo", "IsVisibleToUser");

	Params::FortQuestObjectiveInfo_IsVisibleToUser Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortQuotaItem.GetCurrentQuotaAmount
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortQuotaItem::GetCurrentQuotaAmount()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortQuotaItem", "GetCurrentQuotaAmount");

	Params::FortQuotaItem_GetCurrentQuotaAmount Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRarityData.BPGetRarityData
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// EFortRarity                             Rarity                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortRarityItemData              ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FFortRarityItemData UFortRarityData::BPGetRarityData(EFortRarity Rarity)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortRarityData", "BPGetRarityData");

	Params::FortRarityData_BPGetRarityData Parms{};

	Parms.Rarity = Rarity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRegisteredPlayerInfo.GetAbilitySystemComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAbilitySystemComponent*          ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UAbilitySystemComponent* UFortRegisteredPlayerInfo::GetAbilitySystemComponent() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRegisteredPlayerInfo", "GetAbilitySystemComponent");

	Params::FortRegisteredPlayerInfo_GetAbilitySystemComponent Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRegisteredPlayerInfo.GetPlayerName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortRegisteredPlayerInfo::GetPlayerName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRegisteredPlayerInfo", "GetPlayerName");

	Params::FortRegisteredPlayerInfo_GetPlayerName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.BeginCapsuleOverlap
// (Final, Native, Protected, HasOutParams)
// Parameters:
// class UPrimitiveComponent*              OverlappedComp                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   OtherBodyIndex                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bFromSweep                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       SweepResult                                            (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortRemoteControlledPawnAthena::BeginCapsuleOverlap(class UPrimitiveComponent* OverlappedComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "BeginCapsuleOverlap");

	Params::FortRemoteControlledPawnAthena_BeginCapsuleOverlap Parms{};

	Parms.OverlappedComp = OverlappedComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.OtherBodyIndex = OtherBodyIndex;
	Parms.bFromSweep = bFromSweep;
	Parms.SweepResult = std::move(SweepResult);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.HandleControllingPlayerOutOfHealth
// (Final, Native, Protected)

void AFortRemoteControlledPawnAthena::HandleControllingPlayerOutOfHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "HandleControllingPlayerOutOfHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnCapsuleTouch
// (Final, Native, Protected, HasOutParams, HasDefaults)
// Parameters:
// class UPrimitiveComponent*              HitComp                                                (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           OtherActor                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              OtherComp                                              (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          NormalImpulse                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FHitResult                       Hit                                                    (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void AFortRemoteControlledPawnAthena::OnCapsuleTouch(class UPrimitiveComponent* HitComp, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnCapsuleTouch");

	Params::FortRemoteControlledPawnAthena_OnCapsuleTouch Parms{};

	Parms.HitComp = HitComp;
	Parms.OtherActor = OtherActor;
	Parms.OtherComp = OtherComp;
	Parms.NormalImpulse = std::move(NormalImpulse);
	Parms.Hit = std::move(Hit);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnClientSetupRemoteControlPawn
// (BlueprintCosmetic, Native, Event, Public, BlueprintEvent)

void AFortRemoteControlledPawnAthena::OnClientSetupRemoteControlPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnClientSetupRemoteControlPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnDoKill
// (BlueprintAuthorityOnly, Native, Event, Protected, BlueprintEvent)

void AFortRemoteControlledPawnAthena::OnDoKill()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnDoKill");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnRep_ControllingPlayerPawn
// (Final, Native, Protected)

void AFortRemoteControlledPawnAthena::OnRep_ControllingPlayerPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnRep_ControllingPlayerPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnRep_OverrideAbilitySystemComponent
// (Final, Native, Protected)

void AFortRemoteControlledPawnAthena::OnRep_OverrideAbilitySystemComponent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnRep_OverrideAbilitySystemComponent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnRep_TriggeredForDestroy
// (Final, Native, Protected)

void AFortRemoteControlledPawnAthena::OnRep_TriggeredForDestroy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnRep_TriggeredForDestroy");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnRep_TriggeredHealthThreshold
// (Final, Native, Protected)
// Parameters:
// float                                   PreviousTriggeredHealthThreshold                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortRemoteControlledPawnAthena::OnRep_TriggeredHealthThreshold(float PreviousTriggeredHealthThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnRep_TriggeredHealthThreshold");

	Params::FortRemoteControlledPawnAthena_OnRep_TriggeredHealthThreshold Parms{};

	Parms.PreviousTriggeredHealthThreshold = PreviousTriggeredHealthThreshold;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.OnTriggeredHealthThreshold
// (Native, Event, Protected, BlueprintEvent)
// Parameters:
// float                                   PreviousTriggeredHealthThreshold                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   CurrentTriggeredHealthThreshold                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortRemoteControlledPawnAthena::OnTriggeredHealthThreshold(float PreviousTriggeredHealthThreshold, float CurrentTriggeredHealthThreshold)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "OnTriggeredHealthThreshold");

	Params::FortRemoteControlledPawnAthena_OnTriggeredHealthThreshold Parms{};

	Parms.PreviousTriggeredHealthThreshold = PreviousTriggeredHealthThreshold;
	Parms.CurrentTriggeredHealthThreshold = CurrentTriggeredHealthThreshold;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.SetupRemoteControlPawn
// (Final, BlueprintAuthorityOnly, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerControllerAthena*      InFortPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerPawnAthena*            InControllingPawn                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortCustomMovement                     CustomMovementType                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<struct FFortGameplayEffectContainerSpec>EffectContainerSpecOnKill                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortRemoteControlledPawnAthena::SetupRemoteControlPawn(class AFortPlayerControllerAthena* InFortPC, class AFortPlayerPawnAthena* InControllingPawn, EFortCustomMovement CustomMovementType, const TArray<struct FFortGameplayEffectContainerSpec>& EffectContainerSpecOnKill)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "SetupRemoteControlPawn");

	Params::FortRemoteControlledPawnAthena_SetupRemoteControlPawn Parms{};

	Parms.InFortPC = InFortPC;
	Parms.InControllingPawn = InControllingPawn;
	Parms.CustomMovementType = CustomMovementType;
	Parms.EffectContainerSpecOnKill = std::move(EffectContainerSpecOnKill);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.TriggerDestroyRemoteControlPawn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AFortRemoteControlledPawnAthena::TriggerDestroyRemoteControlPawn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "TriggerDestroyRemoteControlPawn");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.GetFuseLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortRemoteControlledPawnAthena::GetFuseLength() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "GetFuseLength");

	Params::FortRemoteControlledPawnAthena_GetFuseLength Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.GetLaunchDelay
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortRemoteControlledPawnAthena::GetLaunchDelay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "GetLaunchDelay");

	Params::FortRemoteControlledPawnAthena_GetLaunchDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.GetOutOfHealthExplodeDelay
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortRemoteControlledPawnAthena::GetOutOfHealthExplodeDelay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "GetOutOfHealthExplodeDelay");

	Params::FortRemoteControlledPawnAthena_GetOutOfHealthExplodeDelay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortRemoteControlledPawnAthena.IsCurrentlyDelayingLaunch
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortRemoteControlledPawnAthena::IsCurrentlyDelayingLaunch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortRemoteControlledPawnAthena", "IsCurrentlyDelayingLaunch");

	Params::FortRemoteControlledPawnAthena_IsCurrentlyDelayingLaunch Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplayContext.DecreasePlaybackMultiplier
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::DecreasePlaybackMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "DecreasePlaybackMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.DisableTransportNavigation
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::DisableTransportNavigation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "DisableTransportNavigation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.EnableTransportNavigation
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::EnableTransportNavigation()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "EnableTransportNavigation");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.IncreasePlaybackMultiplier
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::IncreasePlaybackMultiplier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "IncreasePlaybackMultiplier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.IsDepthOfFieldActive
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortReplayContext::IsDepthOfFieldActive()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "IsDepthOfFieldActive");

	Params::FortReplayContext_IsDepthOfFieldActive Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplayContext.JumpReplayToTimelinePosition
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   TimeRatio                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::JumpReplayToTimelinePosition(float TimeRatio)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "JumpReplayToTimelinePosition");

	Params::FortReplayContext_JumpReplayToTimelinePosition Parms{};

	Parms.TimeRatio = TimeRatio;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.JumpToEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// int32                                   EventIndex                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::JumpToEvent(int32 EventIndex)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "JumpToEvent");

	Params::FortReplayContext_JumpToEvent Parms{};

	Parms.EventIndex = EventIndex;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.JumpToNextEvent
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::JumpToNextEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "JumpToNextEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.JumpToPreviousEvent
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::JumpToPreviousEvent()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "JumpToPreviousEvent");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.ReplayHUDCleanup
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::ReplayHUDCleanup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "ReplayHUDCleanup");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.SetHighQualityFXFlag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bEnabled                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::SetHighQualityFXFlag(bool bEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "SetHighQualityFXFlag");

	Params::FortReplayContext_SetHighQualityFXFlag Parms{};

	Parms.bEnabled = bEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.SetTimelineInputFocus
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShouldHaveFocus                                       (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::SetTimelineInputFocus(const bool bShouldHaveFocus)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "SetTimelineInputFocus");

	Params::FortReplayContext_SetTimelineInputFocus Parms{};

	Parms.bShouldHaveFocus = bShouldHaveFocus;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.SkipBack
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   TimeInSeconds                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::SkipBack(const float TimeInSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "SkipBack");

	Params::FortReplayContext_SkipBack Parms{};

	Parms.TimeInSeconds = TimeInSeconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.SkipForward
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   TimeInSeconds                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplayContext::SkipForward(const float TimeInSeconds)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "SkipForward");

	Params::FortReplayContext_SkipForward Parms{};

	Parms.TimeInSeconds = TimeInSeconds;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.TakeScreenshot
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::TakeScreenshot()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "TakeScreenshot");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.ToggleHUDVisibility
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::ToggleHUDVisibility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "ToggleHUDVisibility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.ToggleIconVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UClass*                           ToToggle                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortReplayContext::ToggleIconVisibility(class UClass* ToToggle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "ToggleIconVisibility");

	Params::FortReplayContext_ToggleIconVisibility Parms{};

	Parms.ToToggle = ToToggle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplayContext.TogglePlayerListVisibility
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::TogglePlayerListVisibility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "TogglePlayerListVisibility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.TogglePlayPause
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::TogglePlayPause()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "TogglePlayPause");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.ToggleViewSettingsVisibility
// (Final, Native, Public, BlueprintCallable)

void UFortReplayContext::ToggleViewSettingsVisibility()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "ToggleViewSettingsVisibility");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplayContext.GetCameraNameFromType
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// ESpectatorCameraType                    CamType                                                (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortReplayContext::GetCameraNameFromType(const ESpectatorCameraType CamType) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "GetCameraNameFromType");

	Params::FortReplayContext_GetCameraNameFromType Parms{};

	Parms.CamType = CamType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplayContext.GetMaxMapZoomLevel
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortReplayContext::GetMaxMapZoomLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplayContext", "GetMaxMapZoomLevel");

	Params::FortReplayContext_GetMaxMapZoomLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortReplicationGraph.OnHighFrequencyPawnDestroyed
// (Final, Native, Public)
// Parameters:
// class AActor*                           Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplicationGraph::OnHighFrequencyPawnDestroyed(class AActor* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplicationGraph", "OnHighFrequencyPawnDestroyed");

	Params::FortReplicationGraph_OnHighFrequencyPawnDestroyed Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortReplicationGraph.OnVehicleDestroyed
// (Final, Native, Public)
// Parameters:
// class AActor*                           DestroyedVehicle                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortReplicationGraph::OnVehicleDestroyed(class AActor* DestroyedVehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortReplicationGraph", "OnVehicleDestroyed");

	Params::FortReplicationGraph_OnVehicleDestroyed Parms{};

	Parms.DestroyedVehicle = DestroyedVehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortScalableFloatUtils.GetValue
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScalableFloat                   Input                                                  (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortScalableFloatUtils::GetValue(const struct FScalableFloat& Input)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "GetValue");

	Params::FortScalableFloatUtils_GetValue Parms{};

	Parms.Input = std::move(Input);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScalableFloatUtils.GetValueAtLevel
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScalableFloat                   Input                                                  (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   Level                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortScalableFloatUtils::GetValueAtLevel(const struct FScalableFloat& Input, float Level)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "GetValueAtLevel");

	Params::FortScalableFloatUtils_GetValueAtLevel Parms{};

	Parms.Input = std::move(Input);
	Parms.Level = Level;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScalableFloatUtils.IsStatic
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FScalableFloat                   Input                                                  (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortScalableFloatUtils::IsStatic(const struct FScalableFloat& Input)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "IsStatic");

	Params::FortScalableFloatUtils_IsStatic Parms{};

	Parms.Input = std::move(Input);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScalableFloatUtils.SetScalingValue
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FScalableFloat                   Input                                                  (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   InCoeffecient                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             InRowName                                              (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UCurveTable*                      InTable                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortScalableFloatUtils::SetScalingValue(struct FScalableFloat& Input, float InCoeffecient, const class FName InRowName, class UCurveTable* InTable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "SetScalingValue");

	Params::FortScalableFloatUtils_SetScalingValue Parms{};

	Parms.Input = std::move(Input);
	Parms.InCoeffecient = InCoeffecient;
	Parms.InRowName = InRowName;
	Parms.InTable = InTable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	Input = std::move(Parms.Input);
}


// Function FortniteGame.FortScalableFloatUtils.SetValue
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FScalableFloat                   Input                                                  (Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// float                                   NewValue                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortScalableFloatUtils::SetValue(struct FScalableFloat& Input, float NewValue)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "SetValue");

	Params::FortScalableFloatUtils_SetValue Parms{};

	Parms.Input = std::move(Input);
	Parms.NewValue = NewValue;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	Input = std::move(Parms.Input);
}


// Function FortniteGame.FortScalableFloatUtils.ToSimpleString
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FScalableFloat                   Input                                                  (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortScalableFloatUtils::ToSimpleString(const struct FScalableFloat& Input)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScalableFloatUtils", "ToSimpleString");

	Params::FortScalableFloatUtils_ToSimpleString Parms{};

	Parms.Input = std::move(Input);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScoreStylingData.GetScoreStylingData
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// EFortUIScoreType                        Rarity                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FFortScoreStylingInfo            ScoreStylingInfo                                       (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortScoreStylingData::GetScoreStylingData(EFortUIScoreType Rarity, struct FFortScoreStylingInfo* ScoreStylingInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortScoreStylingData", "GetScoreStylingData");

	Params::FortScoreStylingData_GetScoreStylingData Parms{};

	Parms.Rarity = Rarity;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ScoreStylingInfo != nullptr)
		*ScoreStylingInfo = std::move(Parms.ScoreStylingInfo);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortScriptedAction.CancelAction
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bRegisterActionAgain                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortScriptedAction::CancelAction(bool bRegisterActionAgain)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedAction", "CancelAction");

	Params::FortScriptedAction_CancelAction Parms{};

	Parms.bRegisterActionAgain = bRegisterActionAgain;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortScriptedAction.CompleteAction
// (Final, Native, Protected, BlueprintCallable)
// Parameters:
// bool                                    bRegisterActionAgain                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortScriptedAction::CompleteAction(bool bRegisterActionAgain)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedAction", "CompleteAction");

	Params::FortScriptedAction_CompleteAction Parms{};

	Parms.bRegisterActionAgain = bRegisterActionAgain;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortScriptedAction.Execute
// (Native, Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// struct FFortScriptedActionParams        Params_0                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortScriptedAction::Execute(const struct FFortScriptedActionParams& Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedAction", "Execute");

	Params::FortScriptedAction_Execute Parms{};

	Parms.Params_0 = std::move(Params_0);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortScriptedAction.GetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FFortScriptedActionParams        Params_0                                               (Parm, OutParm, NoDestructor, NativeAccessSpecifierPublic)

void AFortScriptedAction::GetParams(struct FFortScriptedActionParams* Params_0)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedAction", "GetParams");

	Params::FortScriptedAction_GetParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Params_0 != nullptr)
		*Params_0 = std::move(Parms.Params_0);
}


// Function FortniteGame.FortScriptedAction.CanExecute
// (Native, Event, Public, HasOutParams, BlueprintEvent, Const)
// Parameters:
// struct FFortScriptedActionParams        Params_0                                               (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortScriptedAction::CanExecute(const struct FFortScriptedActionParams& Params_0) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortScriptedAction", "CanExecute");

	Params::FortScriptedAction_CanExecute Parms{};

	Parms.Params_0 = std::move(Params_0);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSharedMissionLists.UpdatePIEPlayers
// (Final, Native, Protected, BlueprintCallable)

void UFortSharedMissionLists::UpdatePIEPlayers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSharedMissionLists", "UpdatePIEPlayers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSkydivingShadowProxy.CheckHeight
// (Final, Native, Public)

void AFortSkydivingShadowProxy::CheckHeight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSkydivingShadowProxy", "CheckHeight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSkydivingShadowProxy.HideShadowProxy
// (Event, Public, BlueprintEvent)

void AFortSkydivingShadowProxy::HideShadowProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSkydivingShadowProxy", "HideShadowProxy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSkydivingShadowProxy.ShowShadowProxy
// (Event, Public, BlueprintEvent)

void AFortSkydivingShadowProxy::ShowShadowProxy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSkydivingShadowProxy", "ShowShadowProxy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSoundCameraLensEffect.OnEffectActivated
// (Event, Public, BlueprintEvent)

void AFortSoundCameraLensEffect::OnEffectActivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "OnEffectActivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSoundCameraLensEffect.OnEffectDeactivated
// (Event, Public, BlueprintEvent)

void AFortSoundCameraLensEffect::OnEffectDeactivated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "OnEffectDeactivated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSoundCameraLensEffect.OnEffectTypeChanged
// (Event, Public, BlueprintEvent)

void AFortSoundCameraLensEffect::OnEffectTypeChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "OnEffectTypeChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSoundCameraLensEffect.SetIcon
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture*                         NewIcon                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetIcon(class UTexture* NewIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetIcon");

	Params::FortSoundCameraLensEffect_SetIcon Parms{};

	Parms.NewIcon = NewIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSoundCameraLensEffect.SetIconOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UTexture*                         NewIcon                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetIconOverride(class UTexture* NewIcon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetIconOverride");

	Params::FortSoundCameraLensEffect_SetIconOverride Parms{};

	Parms.NewIcon = NewIcon;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSoundCameraLensEffect.SetInstigatingActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           NewInstigator                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetInstigatingActor(const class AActor* NewInstigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetInstigatingActor");

	Params::FortSoundCameraLensEffect_SetInstigatingActor Parms{};

	Parms.NewInstigator = NewInstigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSoundCameraLensEffect.SetStrengthCurve
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// struct FRuntimeFloatCurve               Curve                                                  (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetStrengthCurve(const struct FRuntimeFloatCurve& Curve)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetStrengthCurve");

	Params::FortSoundCameraLensEffect_SetStrengthCurve Parms{};

	Parms.Curve = std::move(Curve);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSoundCameraLensEffect.SetTintOverride
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// struct FLinearColor                     Color                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetTintOverride(const struct FLinearColor& Color)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetTintOverride");

	Params::FortSoundCameraLensEffect_SetTintOverride Parms{};

	Parms.Color = std::move(Color);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSoundCameraLensEffect.SetType
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortSoundIndicatorTypes                NewType                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSoundCameraLensEffect::SetType(EFortSoundIndicatorTypes NewType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSoundCameraLensEffect", "SetType");

	Params::FortSoundCameraLensEffect_SetType Parms{};

	Parms.NewType = NewType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpawnedScoreActor.OnScoreActorCollected
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSpawnedScoreActor::OnScoreActorCollected(class APlayerState* PlayerState)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpawnedScoreActor", "OnScoreActorCollected");

	Params::FortSpawnedScoreActor_OnScoreActorCollected Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCamComp_ThirdPerson.SetAutoFollow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewAutoFollow                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCamComp_ThirdPerson::SetAutoFollow(bool bNewAutoFollow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCamComp_ThirdPerson", "SetAutoFollow");

	Params::FortSpectatorCamComp_ThirdPerson_SetAutoFollow Parms{};

	Parms.bNewAutoFollow = bNewAutoFollow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCamComp_ThirdPerson.SetLazyAutoFollow
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bNewLazyAutoFollow                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCamComp_ThirdPerson::SetLazyAutoFollow(bool bNewLazyAutoFollow)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCamComp_ThirdPerson", "SetLazyAutoFollow");

	Params::FortSpectatorCamComp_ThirdPerson_SetLazyAutoFollow Parms{};

	Parms.bNewLazyAutoFollow = bNewLazyAutoFollow;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCamComp_ThirdPerson.SetNormalizedDistance
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NormalizedDist                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bImmediate                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCamComp_ThirdPerson::SetNormalizedDistance(float NormalizedDist, bool bImmediate)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCamComp_ThirdPerson", "SetNormalizedDistance");

	Params::FortSpectatorCamComp_ThirdPerson_SetNormalizedDistance Parms{};

	Parms.NormalizedDist = NormalizedDist;
	Parms.bImmediate = bImmediate;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCamComp_ThirdPerson.UseCustomRotation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bUseCustomRotation                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpectatorCamComp_ThirdPerson::UseCustomRotation(const bool bUseCustomRotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCamComp_ThirdPerson", "UseCustomRotation");

	Params::FortSpectatorCamComp_ThirdPerson_UseCustomRotation Parms{};

	Parms.bUseCustomRotation = bUseCustomRotation;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpectatorCamComp_ThirdPerson.GetNormalizedDistance
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpectatorCamComp_ThirdPerson::GetNormalizedDistance() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpectatorCamComp_ThirdPerson", "GetNormalizedDistance");

	Params::FortSpectatorCamComp_ThirdPerson_GetNormalizedDistance Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.AddControlPoint
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          Point                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Param_Index                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpline::AddControlPoint(const struct FVector& Point, int32 Param_Index)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "AddControlPoint");

	Params::FortSpline_AddControlPoint Parms{};

	Parms.Point = std::move(Point);
	Parms.Param_Index = Param_Index;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.ClearSpline
// (Final, Native, Public, BlueprintCallable)

void UFortSpline::ClearSpline()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "ClearSpline");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.DrawDebugSpline
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Steps                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   LifeTime                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Thickness                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bPersistent                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bJustDrawSpline                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   BasisLength                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpline::DrawDebugSpline(class UObject* WorldContextObject, int32 Steps, float LifeTime, float Thickness, bool bPersistent, bool bJustDrawSpline, float BasisLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "DrawDebugSpline");

	Params::FortSpline_DrawDebugSpline Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.Steps = Steps;
	Parms.LifeTime = LifeTime;
	Parms.Thickness = Thickness;
	Parms.bPersistent = bPersistent;
	Parms.bJustDrawSpline = bJustDrawSpline;
	Parms.BasisLength = BasisLength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.EnableConstantVelocity
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ConstVelEnabled                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpline::EnableConstantVelocity(bool ConstVelEnabled)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "EnableConstantVelocity");

	Params::FortSpline_EnableConstantVelocity Parms{};

	Parms.ConstVelEnabled = ConstVelEnabled;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.SetDuration
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InDuration                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpline::SetDuration(float InDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "SetDuration");

	Params::FortSpline_SetDuration Parms{};

	Parms.InDuration = InDuration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.SetupSpline
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TArray<struct FVector>                  ControlPoints                                          (Parm, ZeroConstructor, NativeAccessSpecifierPublic)
// float                                   InDuration                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortSpline::SetupSpline(const TArray<struct FVector>& ControlPoints, float InDuration)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "SetupSpline");

	Params::FortSpline_SetupSpline Parms{};

	Parms.ControlPoints = std::move(ControlPoints);
	Parms.InDuration = InDuration;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSpline.GetBinormalFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetBinormalFromTime(float Time) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetBinormalFromTime");

	Params::FortSpline_GetBinormalFromTime Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetDuration
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpline::GetDuration() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetDuration");

	Params::FortSpline_GetDuration Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetEndPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetEndPoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetEndPoint");

	Params::FortSpline_GetEndPoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetNormalFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetNormalFromTime(float Time) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetNormalFromTime");

	Params::FortSpline_GetNormalFromTime Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetPositionFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetPositionFromTime(float Time) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetPositionFromTime");

	Params::FortSpline_GetPositionFromTime Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetSplineLength
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   StepSize                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpline::GetSplineLength(float StepSize) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetSplineLength");

	Params::FortSpline_GetSplineLength Parms{};

	Parms.StepSize = StepSize;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetSplineLengthAtTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StepSize                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpline::GetSplineLengthAtTime(float Time, float StepSize) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetSplineLengthAtTime");

	Params::FortSpline_GetSplineLengthAtTime Parms{};

	Parms.Time = Time;
	Parms.StepSize = StepSize;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetStartPoint
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetStartPoint() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetStartPoint");

	Params::FortSpline_GetStartPoint Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetTangentFromTime
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector UFortSpline::GetTangentFromTime(float Time) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetTangentFromTime");

	Params::FortSpline_GetTangentFromTime Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.GetVelocityCorrectedTime
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   Time                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortSpline::GetVelocityCorrectedTime(float Time) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "GetVelocityCorrectedTime");

	Params::FortSpline_GetVelocityCorrectedTime Parms{};

	Parms.Time = Time;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSpline.IsValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortSpline::IsValid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSpline", "IsValid");

	Params::FortSpline_IsValid Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortSprayDecalInstance.OnBounceOccurs
// (Event, Public, BlueprintEvent)

void AFortSprayDecalInstance::OnBounceOccurs()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayDecalInstance", "OnBounceOccurs");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSprayDecalInstance.OnRep_SprayInfo
// (Final, Native, Public)

void AFortSprayDecalInstance::OnRep_SprayInfo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayDecalInstance", "OnRep_SprayInfo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSprayDecalInstance.OnSprayInfoReady
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortSprayDecalInstance::OnSprayInfoReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayDecalInstance", "OnSprayInfoReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortSprayDecalInstance.SetSprayParameters
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            SpawningPC                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UAthenaSprayItemDefinition*       InSprayAsset                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSprayDecalInstance::SetSprayParameters(class AFortPlayerController* SpawningPC, class UAthenaSprayItemDefinition* InSprayAsset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayDecalInstance", "SetSprayParameters");

	Params::FortSprayDecalInstance_SetSprayParameters Parms{};

	Parms.SpawningPC = SpawningPC;
	Parms.InSprayAsset = InSprayAsset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSprayDecalInstance.StartSprayFadeOutDueToNewPlacement
// (Native, Event, Public, BlueprintCallable, BlueprintEvent)

void AFortSprayDecalInstance::StartSprayFadeOutDueToNewPlacement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayDecalInstance", "StartSprayFadeOutDueToNewPlacement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSprayPreviewActor.PreviewSpray
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaSprayItemDefinition*       Spray                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSprayPreviewActor::PreviewSpray(const class UAthenaSprayItemDefinition* Spray)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSprayPreviewActor", "PreviewSpray");

	Params::FortSprayPreviewActor_PreviewSpray Parms{};

	Parms.Spray = Spray;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortSuperTowerGrenadeProjectile.ClearGridCells
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// TArray<struct FVector>                  GridCellsToClear                                       (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    bDestroyFloorsQuickly                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          BaseDestination                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   AngleDeg                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSuperTowerGrenadeProjectile::ClearGridCells(const TArray<struct FVector>& GridCellsToClear, bool bDestroyFloorsQuickly, const struct FVector& BaseDestination, float AngleDeg)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSuperTowerGrenadeProjectile", "ClearGridCells");

	Params::FortSuperTowerGrenadeProjectile_ClearGridCells Parms{};

	Parms.GridCellsToClear = std::move(GridCellsToClear);
	Parms.bDestroyFloorsQuickly = bDestroyFloorsQuickly;
	Parms.BaseDestination = std::move(BaseDestination);
	Parms.AngleDeg = AngleDeg;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortSuperTowerGrenadeProjectile.DestroyActorsInGridCellLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class UBuildingStructuralSupportSystem* BuildingStructuralSupportSystem                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          CellLocation                                           (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bDestroyFloorsQuickly                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortSuperTowerGrenadeProjectile::DestroyActorsInGridCellLocation(class UBuildingStructuralSupportSystem* BuildingStructuralSupportSystem, const struct FVector& CellLocation, bool bDestroyFloorsQuickly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortSuperTowerGrenadeProjectile", "DestroyActorsInGridCellLocation");

	Params::FortSuperTowerGrenadeProjectile_DestroyActorsInGridCellLocation Parms{};

	Parms.BuildingStructuralSupportSystem = BuildingStructuralSupportSystem;
	Parms.CellLocation = std::move(CellLocation);
	Parms.bDestroyFloorsQuickly = bDestroyFloorsQuickly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTargetSelectionInterface.GetTargetingTransform
// (Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortAbilityTargetingSource             Source                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortGameplayAbility*             SourceAbility                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FTransform                       ReturnValue                                            (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)

struct FTransform IFortTargetSelectionInterface::GetTargetingTransform(EFortAbilityTargetingSource Source, class UFortGameplayAbility* SourceAbility) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTargetSelectionInterface", "GetTargetingTransform");

	Params::FortTargetSelectionInterface_GetTargetingTransform Parms{};

	Parms.Source = Source;
	Parms.SourceAbility = SourceAbility;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTeamActorInterface.GetTeam
// (Native, Public, Const)
// Parameters:
// uint8                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

uint8 IFortTeamActorInterface::GetTeam() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamActorInterface", "GetTeam");

	Params::FortTeamActorInterface_GetTeam Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTeamInfo.OnSpottedActorDied
// (Final, Native, Public, HasDefaults)
// Parameters:
// class AActor*                           DamagedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Damage                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      InstigatedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor*                           DamageCauser                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          HitLocation                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              FHitComponent                                          (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName                             BoneName                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Momentum                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTeamInfo::OnSpottedActorDied(class AActor* DamagedActor, float Damage, class AController* InstigatedBy, class AActor* DamageCauser, const struct FVector& HitLocation, class UPrimitiveComponent* FHitComponent, class FName BoneName, const struct FVector& Momentum)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfo", "OnSpottedActorDied");

	Params::FortTeamInfo_OnSpottedActorDied Parms{};

	Parms.DamagedActor = DamagedActor;
	Parms.Damage = Damage;
	Parms.InstigatedBy = InstigatedBy;
	Parms.DamageCauser = DamageCauser;
	Parms.HitLocation = std::move(HitLocation);
	Parms.FHitComponent = FHitComponent;
	Parms.BoneName = BoneName;
	Parms.Momentum = std::move(Momentum);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTeamInfo.GetTeamExperience
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortTeamInfo::GetTeamExperience() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfo", "GetTeamExperience");

	Params::FortTeamInfo_GetTeamExperience Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTeamInfo.GetTeamLevel
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AFortTeamInfo::GetTeamLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfo", "GetTeamLevel");

	Params::FortTeamInfo_GetTeamLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamFOBCores
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class ABuildingFOBCoreActor*>    OutFOBCores                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortTeamInfoPvPBaseDestruction::GetTeamFOBCores(TArray<class ABuildingFOBCoreActor*>* OutFOBCores)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamFOBCores");

	Params::FortTeamInfoPvPBaseDestruction_GetTeamFOBCores Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutFOBCores != nullptr)
		*OutFOBCores = std::move(Parms.OutFOBCores);
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamFOBCoresAndSpawnTags
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// TArray<class ABuildingFOBCoreActor*>    OutFOBCores                                            (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FGameplayTagContainer>    OutFOBSpawnTags                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)

void AFortTeamInfoPvPBaseDestruction::GetTeamFOBCoresAndSpawnTags(TArray<class ABuildingFOBCoreActor*>* OutFOBCores, TArray<struct FGameplayTagContainer>* OutFOBSpawnTags)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamFOBCoresAndSpawnTags");

	Params::FortTeamInfoPvPBaseDestruction_GetTeamFOBCoresAndSpawnTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutFOBCores != nullptr)
		*OutFOBCores = std::move(Parms.OutFOBCores);

	if (OutFOBSpawnTags != nullptr)
		*OutFOBSpawnTags = std::move(Parms.OutFOBSpawnTags);
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_AllFOBCoresLoaded
// (Final, Native, Private)

void AFortTeamInfoPvPBaseDestruction::OnRep_AllFOBCoresLoaded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_AllFOBCoresLoaded");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamExperience
// (Final, Native, Private)

void AFortTeamInfoPvPBaseDestruction::OnRep_TeamExperience()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamExperience");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamFOBCoreBuildingActors
// (Final, Native, Private)

void AFortTeamInfoPvPBaseDestruction::OnRep_TeamFOBCoreBuildingActors()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamFOBCoreBuildingActors");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.OnRep_TeamLevel
// (Final, Native, Private)

void AFortTeamInfoPvPBaseDestruction::OnRep_TeamLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "OnRep_TeamLevel");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetStrategicBuildingActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FTeamStrategicBuildingHandle     Handle                                                 (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
// class AStrategicBuildingActor*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AStrategicBuildingActor* AFortTeamInfoPvPBaseDestruction::GetStrategicBuildingActor(const struct FTeamStrategicBuildingHandle& Handle) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetStrategicBuildingActor");

	Params::FortTeamInfoPvPBaseDestruction_GetStrategicBuildingActor Parms{};

	Parms.Handle = std::move(Handle);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTeamInfoPvPBaseDestruction.GetTeamCornerstone
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortPvPBaseCornerstone*          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortPvPBaseCornerstone* AFortTeamInfoPvPBaseDestruction::GetTeamCornerstone() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTeamInfoPvPBaseDestruction", "GetTeamCornerstone");

	Params::FortTeamInfoPvPBaseDestruction_GetTeamCornerstone Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterCamera.SetTileFocus
// (Event, Public, BlueprintEvent)
// Parameters:
// class AFortTheaterMapTile*              TargetTile                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterCamera::SetTileFocus(class AFortTheaterMapTile* TargetTile)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterCamera", "SetTileFocus");

	Params::FortTheaterCamera_SetTileFocus Parms{};

	Parms.TargetTile = TargetTile;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortTheaterCamera.LimitToTheater
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          DesiredPosition                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FVector AFortTheaterCamera::LimitToTheater(const struct FVector& DesiredPosition) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterCamera", "LimitToTheater");

	Params::FortTheaterCamera_LimitToTheater Parms{};

	Parms.DesiredPosition = std::move(DesiredPosition);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.OnClientDeselect
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnClientDeselect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnClientDeselect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnClientSelect
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnClientSelect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnClientSelect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnDefocus
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnDefocus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnDefocus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnDeselectWrapper
// (Native, Public)
// Parameters:
// bool                                    bIsGameSessionOwner                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterMapTile::OnDeselectWrapper(bool bIsGameSessionOwner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnDeselectWrapper");

	Params::FortTheaterMapTile_OnDeselectWrapper Parms{};

	Parms.bIsGameSessionOwner = bIsGameSessionOwner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTheaterMapTile.OnDisableGoToPrompt
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnDisableGoToPrompt()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnDisableGoToPrompt");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnEnableGoToPrompt
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnEnableGoToPrompt()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnEnableGoToPrompt");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnFocus
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnFocus()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnFocus");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnHostDeselect
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnHostDeselect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnHostDeselect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnHostSelect
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnHostSelect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnHostSelect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnInitializeTile
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnInitializeTile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnInitializeTile");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnMarkedQuestChanged
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnMarkedQuestChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnMarkedQuestChanged");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnMissionDataUpdated
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::OnMissionDataUpdated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnMissionDataUpdated");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.OnMouseOverBegin
// (Final, Native, Public)
// Parameters:
// class AActor*                           MousedOverActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterMapTile::OnMouseOverBegin(class AActor* MousedOverActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverBegin");

	Params::FortTheaterMapTile_OnMouseOverBegin Parms{};

	Parms.MousedOverActor = MousedOverActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTheaterMapTile.OnMouseOverEnd
// (Final, Native, Public)
// Parameters:
// class AActor*                           MousedOverActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterMapTile::OnMouseOverEnd(class AActor* MousedOverActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnMouseOverEnd");

	Params::FortTheaterMapTile_OnMouseOverEnd Parms{};

	Parms.MousedOverActor = MousedOverActor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTheaterMapTile.OnSelectWrapper
// (Native, Public)
// Parameters:
// bool                                    bIsGameSessionOwner                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterMapTile::OnSelectWrapper(bool bIsGameSessionOwner)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnSelectWrapper");

	Params::FortTheaterMapTile_OnSelectWrapper Parms{};

	Parms.bIsGameSessionOwner = bIsGameSessionOwner;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTheaterMapTile.OnTileClicked
// (Final, Native, Public)
// Parameters:
// class AActor*                           ClickedActor                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FKey                             ButtonReleased                                         (Parm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTheaterMapTile::OnTileClicked(class AActor* ClickedActor, const struct FKey& ButtonReleased)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "OnTileClicked");

	Params::FortTheaterMapTile_OnTileClicked Parms{};

	Parms.ClickedActor = ClickedActor;
	Parms.ButtonReleased = std::move(ButtonReleased);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTheaterMapTile.RefreshTile
// (Event, Public, BlueprintEvent)

void AFortTheaterMapTile::RefreshTile()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "RefreshTile");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTheaterMapTile.DoesTileAllowQuickplay
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::DoesTileAllowQuickplay() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "DoesTileAllowQuickplay");

	Params::FortTheaterMapTile_DoesTileAllowQuickplay Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.GetMissionAlertCategoryName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName                             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FName AFortTheaterMapTile::GetMissionAlertCategoryName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "GetMissionAlertCategoryName");

	Params::FortTheaterMapTile_GetMissionAlertCategoryName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.GetMissionAlertVisualTags
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameplayTagContainer AFortTheaterMapTile::GetMissionAlertVisualTags() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "GetMissionAlertVisualTags");

	Params::FortTheaterMapTile_GetMissionAlertVisualTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.GetZoneDifficulty
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameDifficultyInfo              ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

struct FGameDifficultyInfo AFortTheaterMapTile::GetZoneDifficulty() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "GetZoneDifficulty");

	Params::FortTheaterMapTile_GetZoneDifficulty Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.HasValidMissionData
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::HasValidMissionData() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "HasValidMissionData");

	Params::FortTheaterMapTile_HasValidMissionData Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsMissionAlertTile
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsMissionAlertTile() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsMissionAlertTile");

	Params::FortTheaterMapTile_IsMissionAlertTile Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTeamRatingDataValid
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTeamRatingDataValid() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTeamRatingDataValid");

	Params::FortTheaterMapTile_IsTeamRatingDataValid Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTileHidden
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTileHidden() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTileHidden");

	Params::FortTheaterMapTile_IsTileHidden Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTileLocked
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTileLocked() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTileLocked");

	Params::FortTheaterMapTile_IsTileLocked Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTilePlayable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTilePlayable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTilePlayable");

	Params::FortTheaterMapTile_IsTilePlayable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTileQuestRecommended
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTileQuestRecommended() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTileQuestRecommended");

	Params::FortTheaterMapTile_IsTileQuestRecommended Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTileSelectable
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTileSelectable() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTileSelectable");

	Params::FortTheaterMapTile_IsTileSelectable Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapTile.IsTileValidForMarkedQuest
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortQuestItem*                   OutMarkedQuest                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortTheaterMapTile::IsTileValidForMarkedQuest(class UFortQuestItem** OutMarkedQuest) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapTile", "IsTileValidForMarkedQuest");

	Params::FortTheaterMapTile_IsTileValidForMarkedQuest Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutMarkedQuest != nullptr)
		*OutMarkedQuest = Parms.OutMarkedQuest;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTheaterMapViewer.HandleMarkedQuestsChanged
// (Final, Native, Public)

void AFortTheaterMapViewer::HandleMarkedQuestsChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTheaterMapViewer", "HandleMarkedQuestsChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatParticleActor.OnThreatCloudsChanged
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<struct FThreatLocationInfo>      ThreatLocationInfo                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortThreatParticleActor::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatParticleActor", "OnThreatCloudsChanged");

	Params::FortThreatParticleActor_OnThreatCloudsChanged Parms{};

	Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortThreatParticleActor.OnThreatOverrideChanged
// (Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bForceThreatOn                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortThreatParticleActor::OnThreatOverrideChanged(bool bForceThreatOn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatParticleActor", "OnThreatOverrideChanged");

	Params::FortThreatParticleActor_OnThreatOverrideChanged Parms{};

	Parms.bForceThreatOn = bForceThreatOn;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortThreatParticleActor.OnWorldReady
// (Event, Protected, BlueprintEvent)

void AFortThreatParticleActor::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatParticleActor", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortThreatParticleActor.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FThreatLocationInfo>      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FThreatLocationInfo> AFortThreatParticleActor::GetThreatClouds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatParticleActor", "GetThreatClouds");

	Params::FortThreatParticleActor_GetThreatClouds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortThreatVisualsManager.BeginThreatVisualsPrecursor
// (Net, NetReliable, Native, Event, NetMulticast, Public, HasDefaults)
// Parameters:
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          ThreatLocation                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortThreatVisualsManager::BeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& ThreatLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "BeginThreatVisualsPrecursor");

	Params::FortThreatVisualsManager_BeginThreatVisualsPrecursor Parms{};

	Parms.SourceActor = SourceActor;
	Parms.ThreatLocation = std::move(ThreatLocation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.OnBeginThreatVisualsPrecursor
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// class AActor*                           SourceActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          EndLocation                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortThreatVisualsManager::OnBeginThreatVisualsPrecursor(class AActor* SourceActor, const struct FVector& EndLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnBeginThreatVisualsPrecursor");

	Params::FortThreatVisualsManager_OnBeginThreatVisualsPrecursor Parms{};

	Parms.SourceActor = SourceActor;
	Parms.EndLocation = std::move(EndLocation);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortThreatVisualsManager.OnRep_GoalActorLocations
// (Final, Native, Private)

void AFortThreatVisualsManager::OnRep_GoalActorLocations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_GoalActorLocations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.OnRep_HideClouds
// (Final, Native, Private)

void AFortThreatVisualsManager::OnRep_HideClouds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_HideClouds");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.OnRep_StormWinds
// (Final, Native, Private)

void AFortThreatVisualsManager::OnRep_StormWinds()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_StormWinds");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.OnRep_ThreatLocations
// (Final, Native, Private)

void AFortThreatVisualsManager::OnRep_ThreatLocations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnRep_ThreatLocations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.OnThreatCloudsChanged
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// TArray<struct FThreatLocationInfo>      ThreatLocationInfo                                     (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)

void AFortThreatVisualsManager::OnThreatCloudsChanged(const TArray<struct FThreatLocationInfo>& ThreatLocationInfo)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnThreatCloudsChanged");

	Params::FortThreatVisualsManager_OnThreatCloudsChanged Parms{};

	Parms.ThreatLocationInfo = std::move(ThreatLocationInfo);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortThreatVisualsManager.OnWorldReady
// (Event, Protected, BlueprintEvent)

void AFortThreatVisualsManager::OnWorldReady()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "OnWorldReady");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortThreatVisualsManager.ResetMinimumCloudAltitude
// (Final, Native, Public, BlueprintCallable)

void AFortThreatVisualsManager::ResetMinimumCloudAltitude()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "ResetMinimumCloudAltitude");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.SetCloudsAreHidden
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bHide                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortThreatVisualsManager::SetCloudsAreHidden(bool bHide)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "SetCloudsAreHidden");

	Params::FortThreatVisualsManager_SetCloudsAreHidden Parms{};

	Parms.bHide = bHide;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.SetMinimumCloudAltitude
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewMinimumAltitude                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortThreatVisualsManager::SetMinimumCloudAltitude(float NewMinimumAltitude)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "SetMinimumCloudAltitude");

	Params::FortThreatVisualsManager_SetMinimumCloudAltitude Parms{};

	Parms.NewMinimumAltitude = NewMinimumAltitude;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortThreatVisualsManager.GetCloudsAreHidden
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortThreatVisualsManager::GetCloudsAreHidden() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "GetCloudsAreHidden");

	Params::FortThreatVisualsManager_GetCloudsAreHidden Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortThreatVisualsManager.GetThreatCloud
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FThreatLocationInfo              ThreatLocInfo                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class AThreatCloud*                     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AThreatCloud* AFortThreatVisualsManager::GetThreatCloud(const struct FThreatLocationInfo& ThreatLocInfo) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatCloud");

	Params::FortThreatVisualsManager_GetThreatCloud Parms{};

	Parms.ThreatLocInfo = std::move(ThreatLocInfo);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortThreatVisualsManager.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// const TArray<struct FThreatLocationInfo>ReturnValue                                            (ConstParm, Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

const TArray<struct FThreatLocationInfo> AFortThreatVisualsManager::GetThreatClouds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "GetThreatClouds");

	Params::FortThreatVisualsManager_GetThreatClouds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortThreatVisualsManager.StormsExist
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortThreatVisualsManager::StormsExist() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortThreatVisualsManager", "StormsExist");

	Params::FortThreatVisualsManager_StormsExist Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTieredCollectionLayout.GetCollectionLayoutDisplayName
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortTieredCollectionLayout::GetCollectionLayoutDisplayName() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTieredCollectionLayout", "GetCollectionLayoutDisplayName");

	Params::FortTieredCollectionLayout_GetCollectionLayoutDisplayName Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTieredCollectionLayout.GetMissionPointsForTier
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// int32                                   Tier                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 UFortTieredCollectionLayout::GetMissionPointsForTier(int32 Tier) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTieredCollectionLayout", "GetMissionPointsForTier");

	Params::FortTieredCollectionLayout_GetMissionPointsForTier Parms{};

	Parms.Tier = Tier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTieredCollectionLayout.ShouldUseTierAsRandomSeed
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTieredCollectionLayout::ShouldUseTierAsRandomSeed() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTieredCollectionLayout", "ShouldUseTierAsRandomSeed");

	Params::FortTieredCollectionLayout_ShouldUseTierAsRandomSeed Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTimeOfDayManager.BreakExponentialHeightFogValues
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FExponentialHeightFogValues      HeightFogValues                                        (Parm, NoDestructor, NativeAccessSpecifierPublic)
// float                                   FogDensity                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FogHeightFalloff                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FogMaxOpacity                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartDistance                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DirectionalInscatteringExponent                        (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DirectionalInscatteringStartDistance                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     DirectionalInscatteringColor                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     FogInscatteringColor                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogScatteringDistribution                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogExtinctionScale                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogDistance                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::BreakExponentialHeightFogValues(const struct FExponentialHeightFogValues& HeightFogValues, float* FogDensity, float* FogHeightFalloff, float* FogMaxOpacity, float* StartDistance, float* DirectionalInscatteringExponent, float* DirectionalInscatteringStartDistance, struct FLinearColor* DirectionalInscatteringColor, struct FLinearColor* FogInscatteringColor, float* VolumetricFogScatteringDistribution, float* VolumetricFogExtinctionScale, float* VolumetricFogDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTimeOfDayManager", "BreakExponentialHeightFogValues");

	Params::FortTimeOfDayManager_BreakExponentialHeightFogValues Parms{};

	Parms.HeightFogValues = std::move(HeightFogValues);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (FogDensity != nullptr)
		*FogDensity = Parms.FogDensity;

	if (FogHeightFalloff != nullptr)
		*FogHeightFalloff = Parms.FogHeightFalloff;

	if (FogMaxOpacity != nullptr)
		*FogMaxOpacity = Parms.FogMaxOpacity;

	if (StartDistance != nullptr)
		*StartDistance = Parms.StartDistance;

	if (DirectionalInscatteringExponent != nullptr)
		*DirectionalInscatteringExponent = Parms.DirectionalInscatteringExponent;

	if (DirectionalInscatteringStartDistance != nullptr)
		*DirectionalInscatteringStartDistance = Parms.DirectionalInscatteringStartDistance;

	if (DirectionalInscatteringColor != nullptr)
		*DirectionalInscatteringColor = std::move(Parms.DirectionalInscatteringColor);

	if (FogInscatteringColor != nullptr)
		*FogInscatteringColor = std::move(Parms.FogInscatteringColor);

	if (VolumetricFogScatteringDistribution != nullptr)
		*VolumetricFogScatteringDistribution = Parms.VolumetricFogScatteringDistribution;

	if (VolumetricFogExtinctionScale != nullptr)
		*VolumetricFogExtinctionScale = Parms.VolumetricFogExtinctionScale;

	if (VolumetricFogDistance != nullptr)
		*VolumetricFogDistance = Parms.VolumetricFogDistance;
}


// Function FortniteGame.FortTimeOfDayManager.GetTimeOfDayManagerFromContext
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortTimeOfDayManager*            ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTimeOfDayManager* AFortTimeOfDayManager::GetTimeOfDayManagerFromContext(class UObject* WorldContextObject)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTimeOfDayManager", "GetTimeOfDayManagerFromContext");

	Params::FortTimeOfDayManager_GetTimeOfDayManagerFromContext Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTimeOfDayManager.MakeExponentialHeightFogValues
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   FogDensity                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FogHeightFalloff                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FogMaxOpacity                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   StartDistance                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DirectionalInscatteringExponent                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   DirectionalInscatteringStartDistance                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     DirectionalInscatteringColor                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FLinearColor                     FogInscatteringColor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogScatteringDistribution                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogExtinctionScale                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   VolumetricFogDistance                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FExponentialHeightFogValues      ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, NativeAccessSpecifierPublic)

struct FExponentialHeightFogValues AFortTimeOfDayManager::MakeExponentialHeightFogValues(float FogDensity, float FogHeightFalloff, float FogMaxOpacity, float StartDistance, float DirectionalInscatteringExponent, float DirectionalInscatteringStartDistance, const struct FLinearColor& DirectionalInscatteringColor, const struct FLinearColor& FogInscatteringColor, float VolumetricFogScatteringDistribution, float VolumetricFogExtinctionScale, float VolumetricFogDistance)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortTimeOfDayManager", "MakeExponentialHeightFogValues");

	Params::FortTimeOfDayManager_MakeExponentialHeightFogValues Parms{};

	Parms.FogDensity = FogDensity;
	Parms.FogHeightFalloff = FogHeightFalloff;
	Parms.FogMaxOpacity = FogMaxOpacity;
	Parms.StartDistance = StartDistance;
	Parms.DirectionalInscatteringExponent = DirectionalInscatteringExponent;
	Parms.DirectionalInscatteringStartDistance = DirectionalInscatteringStartDistance;
	Parms.DirectionalInscatteringColor = std::move(DirectionalInscatteringColor);
	Parms.FogInscatteringColor = std::move(FogInscatteringColor);
	Parms.VolumetricFogScatteringDistribution = VolumetricFogScatteringDistribution;
	Parms.VolumetricFogExtinctionScale = VolumetricFogExtinctionScale;
	Parms.VolumetricFogDistance = VolumetricFogDistance;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTimeOfDayManager.AddLightAndFogPhaseSettingOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UFortDayPhaseInfoOverride>DayPhaseInfoOverride                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   BlendInLength                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::AddLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, TSubclassOf<class UFortDayPhaseInfoOverride> DayPhaseInfoOverride, float BlendInLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "AddLightAndFogPhaseSettingOverride");

	Params::FortTimeOfDayManager_AddLightAndFogPhaseSettingOverride Parms{};

	Parms.DayPhase = DayPhase;
	Parms.DayPhaseInfoOverride = DayPhaseInfoOverride;
	Parms.BlendInLength = BlendInLength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.BlendLightAndFogPhaseSettingOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Alpha                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::BlendLightAndFogPhaseSettingOverride(float Alpha)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "BlendLightAndFogPhaseSettingOverride");

	Params::FortTimeOfDayManager_BlendLightAndFogPhaseSettingOverride Parms{};

	Parms.Alpha = Alpha;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.EndBlendLightAndFogPhaseSettingOverride
// (Final, Native, Public, BlueprintCallable)

void AFortTimeOfDayManager::EndBlendLightAndFogPhaseSettingOverride()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "EndBlendLightAndFogPhaseSettingOverride");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.FastForwardToTime
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   FastForwardTimeOfDay                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FastForwardSpeed                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RestoreSpeed                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::FastForwardToTime(float FastForwardTimeOfDay, float FastForwardSpeed, float RestoreSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "FastForwardToTime");

	Params::FortTimeOfDayManager_FastForwardToTime Parms{};

	Parms.FastForwardTimeOfDay = FastForwardTimeOfDay;
	Parms.FastForwardSpeed = FastForwardSpeed;
	Parms.RestoreSpeed = RestoreSpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.FastForwardToTime_ByDuration
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   FastForwardTimeOfDay                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FastForwardDuration                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   RestoreSpeed                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::FastForwardToTime_ByDuration(float FastForwardTimeOfDay, float FastForwardDuration, float RestoreSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "FastForwardToTime_ByDuration");

	Params::FortTimeOfDayManager_FastForwardToTime_ByDuration Parms{};

	Parms.FastForwardTimeOfDay = FastForwardTimeOfDay;
	Parms.FastForwardDuration = FastForwardDuration;
	Parms.RestoreSpeed = RestoreSpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.FFToTimeOfDay
// (Final, Exec, Native, Private)
// Parameters:
// float                                   FastForwardTime                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   FastForwardSpeed                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::FFToTimeOfDay(float FastForwardTime, float FastForwardSpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "FFToTimeOfDay");

	Params::FortTimeOfDayManager_FFToTimeOfDay Parms{};

	Parms.FastForwardTime = FastForwardTime;
	Parms.FastForwardSpeed = FastForwardSpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.OnDayPhaseChange
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortTimeOfDayManager::OnDayPhaseChange()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnDayPhaseChange");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTimeOfDayManager.OnRep_HeightFogEnabled
// (Native, Public)

void AFortTimeOfDayManager::OnRep_HeightFogEnabled()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnRep_HeightFogEnabled");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.OnRep_TimeOfDay
// (Native, Public)

void AFortTimeOfDayManager::OnRep_TimeOfDay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnRep_TimeOfDay");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.OnRep_TimeOfDayInit
// (Native, Public)

void AFortTimeOfDayManager::OnRep_TimeOfDayInit()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnRep_TimeOfDayInit");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.OnStormEnd
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortTimeOfDayManager::OnStormEnd()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnStormEnd");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTimeOfDayManager.OnStormStart
// (BlueprintCosmetic, Event, Public, BlueprintEvent)

void AFortTimeOfDayManager::OnStormStart()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnStormStart");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTimeOfDayManager.OnUpdateDirectionalLightForTimeOfDay
// (BlueprintCosmetic, Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FLinearColor                     AboutToApplyDirectionalLightColor                      (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::OnUpdateDirectionalLightForTimeOfDay(const struct FLinearColor& AboutToApplyDirectionalLightColor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "OnUpdateDirectionalLightForTimeOfDay");

	Params::FortTimeOfDayManager_OnUpdateDirectionalLightForTimeOfDay Parms{};

	Parms.AboutToApplyDirectionalLightColor = std::move(AboutToApplyDirectionalLightColor);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortTimeOfDayManager.RemoveLightAndFogPhaseSettingOverride
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// EFortDayPhase                           DayPhase                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   BlendOutLength                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::RemoveLightAndFogPhaseSettingOverride(EFortDayPhase DayPhase, float BlendOutLength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "RemoveLightAndFogPhaseSettingOverride");

	Params::FortTimeOfDayManager_RemoveLightAndFogPhaseSettingOverride Parms{};

	Parms.DayPhase = DayPhase;
	Parms.BlendOutLength = BlendOutLength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetDayPhase
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           DayPhase                                               (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetDayPhase(const class FString& DayPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetDayPhase");

	Params::FortTimeOfDayManager_SetDayPhase Parms{};

	Parms.DayPhase = std::move(DayPhase);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetDirectionalLightColorMultiplier
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewDirectionalLightColorMultiplier                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetDirectionalLightColorMultiplier(float NewDirectionalLightColorMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetDirectionalLightColorMultiplier");

	Params::FortTimeOfDayManager_SetDirectionalLightColorMultiplier Parms{};

	Parms.NewDirectionalLightColorMultiplier = NewDirectionalLightColorMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetFogDirectionalInscatteringMultiplier
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewFogDirectionalInscatteringMultiplier                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetFogDirectionalInscatteringMultiplier(float NewFogDirectionalInscatteringMultiplier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetFogDirectionalInscatteringMultiplier");

	Params::FortTimeOfDayManager_SetFogDirectionalInscatteringMultiplier Parms{};

	Parms.NewFogDirectionalInscatteringMultiplier = NewFogDirectionalInscatteringMultiplier;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetSpecificTimeOfDayInEditor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewTimeOfDayInEditor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetSpecificTimeOfDayInEditor(float NewTimeOfDayInEditor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetSpecificTimeOfDayInEditor");

	Params::FortTimeOfDayManager_SetSpecificTimeOfDayInEditor Parms{};

	Parms.NewTimeOfDayInEditor = NewTimeOfDayInEditor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetStormStrength
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)
// Parameters:
// float                                   NewStormStrength                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetStormStrength(float NewStormStrength)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetStormStrength");

	Params::FortTimeOfDayManager_SetStormStrength Parms{};

	Parms.NewStormStrength = NewStormStrength;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDay
// (Final, Exec, Native, Private)
// Parameters:
// class FString                           NewTimeOfDay                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDay(const class FString& NewTimeOfDay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDay");

	Params::FortTimeOfDayManager_SetTimeOfDay Parms{};

	Parms.NewTimeOfDay = std::move(NewTimeOfDay);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDayAbsoluteSpeed
// (Final, Exec, Native, Private)
// Parameters:
// float                                   NewTimeOfDaySpeed                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDayAbsoluteSpeed(float NewTimeOfDaySpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDayAbsoluteSpeed");

	Params::FortTimeOfDayManager_SetTimeOfDayAbsoluteSpeed Parms{};

	Parms.NewTimeOfDaySpeed = NewTimeOfDaySpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDayFloat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   TimeOfDayInHours                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDayFloat(float TimeOfDayInHours)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDayFloat");

	Params::FortTimeOfDayManager_SetTimeOfDayFloat Parms{};

	Parms.TimeOfDayInHours = TimeOfDayInHours;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDayInHours
// (Final, Exec, Native, Private)
// Parameters:
// float                                   TimeOfDayInHours                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDayInHours(float TimeOfDayInHours)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDayInHours");

	Params::FortTimeOfDayManager_SetTimeOfDayInHours Parms{};

	Parms.TimeOfDayInHours = TimeOfDayInHours;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDayManagerVisibility
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bVisible                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDayManagerVisibility(bool bVisible)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDayManagerVisibility");

	Params::FortTimeOfDayManager_SetTimeOfDayManagerVisibility Parms{};

	Parms.bVisible = bVisible;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDaySpeed
// (Final, Exec, Native, Private)
// Parameters:
// float                                   TimeOfDaySpeedFactor                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDaySpeed(float TimeOfDaySpeedFactor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDaySpeed");

	Params::FortTimeOfDayManager_SetTimeOfDaySpeed Parms{};

	Parms.TimeOfDaySpeedFactor = TimeOfDaySpeedFactor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetTimeOfDaySpeedFloat
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   InTimeOfDaySpeed                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetTimeOfDaySpeedFloat(float InTimeOfDaySpeed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetTimeOfDaySpeedFloat");

	Params::FortTimeOfDayManager_SetTimeOfDaySpeedFloat Parms{};

	Parms.InTimeOfDaySpeed = InTimeOfDaySpeed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.SetUseSpecificTimeOfDayEditing
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bShouldUseSpecificTimeOfDay                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTimeOfDayManager::SetUseSpecificTimeOfDayEditing(bool bShouldUseSpecificTimeOfDay)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "SetUseSpecificTimeOfDayEditing");

	Params::FortTimeOfDayManager_SetUseSpecificTimeOfDayEditing Parms{};

	Parms.bShouldUseSpecificTimeOfDay = bShouldUseSpecificTimeOfDay;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.ToggleDebugForceStormEffects
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable)

void AFortTimeOfDayManager::ToggleDebugForceStormEffects()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "ToggleDebugForceStormEffects");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.ToggleSkipNight
// (Final, Exec, Native, Private)

void AFortTimeOfDayManager::ToggleSkipNight()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "ToggleSkipNight");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTimeOfDayManager.GetPreviousDayPhase
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// EFortDayPhase                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortDayPhase AFortTimeOfDayManager::GetPreviousDayPhase() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "GetPreviousDayPhase");

	Params::FortTimeOfDayManager_GetPreviousDayPhase Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTimeOfDayManager.GetStormStrength
// (Final, BlueprintCosmetic, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AFortTimeOfDayManager::GetStormStrength() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "GetStormStrength");

	Params::FortTimeOfDayManager_GetStormStrength Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTimeOfDayManager.GetThreatClouds
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FThreatLocationInfo>      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<struct FThreatLocationInfo> AFortTimeOfDayManager::GetThreatClouds() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTimeOfDayManager", "GetThreatClouds");

	Params::FortTimeOfDayManager_GetThreatClouds Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltipInterface.GetDisplayStats
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortTooltipDisplayStatsList*     ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortTooltipDisplayStatsList* IFortTooltipInterface::GetDisplayStats() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltipInterface", "GetDisplayStats");

	Params::FortTooltipInterface_GetDisplayStats Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTooltipInterface.GetTooltip
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class UFortTooltip>         ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class UFortTooltip> IFortTooltipInterface::GetTooltip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTooltipInterface", "GetTooltip");

	Params::FortTooltipInterface_GetTooltip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyAbilityInterface.NotifyAbilityToReleaseToy
// (Event, Public, BlueprintEvent)

void IFortToyAbilityInterface::NotifyAbilityToReleaseToy()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyAbilityInterface", "NotifyAbilityToReleaseToy");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortToyAbilityInterface.NotifyAbilityToSpawnToy
// (Event, Public, HasOutParams, HasDefaults, BlueprintEvent)
// Parameters:
// struct FTransform                       DesiredLocation                                        (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AActor*                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AActor* IFortToyAbilityInterface::NotifyAbilityToSpawnToy(const struct FTransform& DesiredLocation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyAbilityInterface", "NotifyAbilityToSpawnToy");

	Params::FortToyAbilityInterface_NotifyAbilityToSpawnToy Parms{};

	Parms.DesiredLocation = std::move(DesiredLocation);

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyContext.ConditionalPrintToMessageFeed
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          MessageLocation                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMessageFeedRelationshipFilter          RelationshipFilter                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             MESSAGE                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortToyContext::ConditionalPrintToMessageFeed(class AFortPlayerState* Instigator, const struct FVector& MessageLocation, EMessageFeedRelationshipFilter RelationshipFilter, const class FText& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyContext", "ConditionalPrintToMessageFeed");

	Params::FortToyContext_ConditionalPrintToMessageFeed Parms{};

	Parms.Instigator = Instigator;
	Parms.MessageLocation = std::move(MessageLocation);
	Parms.RelationshipFilter = RelationshipFilter;
	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyContext.FormatPlayerNameForDisplay
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 Subject                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EMessageFeedSubject                     SubjectType                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortToyContext::FormatPlayerNameForDisplay(class AFortPlayerState* Subject, EMessageFeedSubject SubjectType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyContext", "FormatPlayerNameForDisplay");

	Params::FortToyContext_FormatPlayerNameForDisplay Parms{};

	Parms.Subject = Subject;
	Parms.SubjectType = SubjectType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyContext.GetFilteredPlayerName
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class FString UFortToyContext::GetFilteredPlayerName(class AFortPlayerState* Instigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyContext", "GetFilteredPlayerName");

	Params::FortToyContext_GetFilteredPlayerName Parms{};

	Parms.Instigator = Instigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyContext.PickToyOwnerNameStyle
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerState*                 Instigator                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortToyContext::PickToyOwnerNameStyle(class AFortPlayerState* Instigator)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyContext", "PickToyOwnerNameStyle");

	Params::FortToyContext_PickToyOwnerNameStyle Parms{};

	Parms.Instigator = Instigator;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortToyContext.PrintToMessageFeed
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class FText                             MESSAGE                                                (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void UFortToyContext::PrintToMessageFeed(const class FText& MESSAGE)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyContext", "PrintToMessageFeed");

	Params::FortToyContext_PrintToMessageFeed Parms{};

	Parms.MESSAGE = std::move(MESSAGE);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortToyInterface.InitializeToyInstance
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController*            OwningPC                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   NumTimesSummoned                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IFortToyInterface::InitializeToyInstance(class AFortPlayerController* OwningPC, int32 NumTimesSummoned)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyInterface", "InitializeToyInstance");

	Params::FortToyInterface_InitializeToyInstance Parms{};

	Parms.OwningPC = OwningPC;
	Parms.NumTimesSummoned = NumTimesSummoned;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortToyInterface.InitializeToyPreviewInFrontend
// (Event, Public, BlueprintCallable, BlueprintEvent)

void IFortToyInterface::InitializeToyPreviewInFrontend()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyInterface", "InitializeToyPreviewInFrontend");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortToyInterface.NotifyToyInstanceOfReuse
// (Event, Public, BlueprintEvent)

void IFortToyInterface::NotifyToyInstanceOfReuse()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyInterface", "NotifyToyInstanceOfReuse");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortToyInterface.StartToyFadeOutDueToNewPlacement
// (Event, Public, BlueprintEvent)

void IFortToyInterface::StartToyFadeOutDueToNewPlacement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyInterface", "StartToyFadeOutDueToNewPlacement");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortToyPreviewActor.PreviewToy
// (Event, Public, BlueprintEvent)
// Parameters:
// class UAthenaToyItemDefinition*         Toy                                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortToyPreviewActor::PreviewToy(const class UAthenaToyItemDefinition* Toy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToyPreviewActor", "PreviewToy");

	Params::FortToyPreviewActor_PreviewToy Parms{};

	Parms.Toy = Toy;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortTracerBase.Init
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// struct FVector                          Start                                                  (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          End                                                    (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTracerBase::Init(const struct FVector& Start, const struct FVector& End)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTracerBase", "Init");

	Params::FortTracerBase_Init Parms{};

	Parms.Start = std::move(Start);
	Parms.End = std::move(End);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrackMovementComponent.FlipDirection
// (Final, Native, Public, BlueprintCallable)

void UFortTrackMovementComponent::FlipDirection()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "FlipDirection");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrackMovementComponent.OnRep_ReplicatedTrackMovement
// (Final, Native, Private)

void UFortTrackMovementComponent::OnRep_ReplicatedTrackMovement()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "OnRep_ReplicatedTrackMovement");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrackMovementComponent.GetDistanceAlongSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float UFortTrackMovementComponent::GetDistanceAlongSpline() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "GetDistanceAlongSpline");

	Params::FortTrackMovementComponent_GetDistanceAlongSpline Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrackMovementComponent.GetSpline
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USplineComponent*                 ReturnValue                                            (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class USplineComponent* UFortTrackMovementComponent::GetSpline() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "GetSpline");

	Params::FortTrackMovementComponent_GetSpline Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrackMovementComponent.GetTrack
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortTrack*                       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortTrack* UFortTrackMovementComponent::GetTrack() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "GetTrack");

	Params::FortTrackMovementComponent_GetTrack Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrackMovementComponent.IsReverseDirection
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortTrackMovementComponent::IsReverseDirection() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackMovementComponent", "IsReverseDirection");

	Params::FortTrackMovementComponent_IsReverseDirection Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrackPreview.InitializeTrackPreview
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UStaticMeshComponent*             InTrackMeshComp                                        (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortTrackPreview::InitializeTrackPreview(class UStaticMeshComponent* InTrackMeshComp)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrackPreview", "InitializeTrackPreview");

	Params::FortTrackPreview_InitializeTrackPreview Parms{};

	Parms.InTrackMeshComp = InTrackMeshComp;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortTrajectoryAbilityInterface.CleanupTrajectoryIndicatorOnUnequip
// (Event, Public, BlueprintCallable, BlueprintEvent)

void IFortTrajectoryAbilityInterface::CleanupTrajectoryIndicatorOnUnequip()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "CleanupTrajectoryIndicatorOnUnequip");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTrajectoryAbilityInterface.InitTrajectoryVariables
// (Event, Public, BlueprintCallable, BlueprintEvent)

void IFortTrajectoryAbilityInterface::InitTrajectoryVariables()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "InitTrajectoryVariables");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTrajectoryAbilityInterface.SpawnTrajectoryIndicator
// (Event, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    bSpawnOnEquip                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortProjectileTrajectory*        ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortProjectileTrajectory* IFortTrajectoryAbilityInterface::SpawnTrajectoryIndicator(bool bSpawnOnEquip)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "SpawnTrajectoryIndicator");

	Params::FortTrajectoryAbilityInterface_SpawnTrajectoryIndicator Parms{};

	Parms.bSpawnOnEquip = bSpawnOnEquip;

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrajectoryAbilityInterface.UpdateTrajectory
// (Event, Public, BlueprintCallable, BlueprintEvent)

void IFortTrajectoryAbilityInterface::UpdateTrajectory()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "UpdateTrajectory");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortTrajectoryAbilityInterface.GetProjectileTrajectoryActor
// (Event, Public, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortProjectileTrajectory>ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortProjectileTrajectory> IFortTrajectoryAbilityInterface::GetProjectileTrajectoryActor() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "GetProjectileTrajectoryActor");

	Params::FortTrajectoryAbilityInterface_GetProjectileTrajectoryActor Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortTrajectoryAbilityInterface.GetProjectileTrajectoryPoints
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// TArray<struct FVector>                  OutSplinePoints                                        (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// TArray<struct FVector>                  OutSplineTangents                                      (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// struct FHitResult                       OutHitResult                                           (Parm, OutParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)

void IFortTrajectoryAbilityInterface::GetProjectileTrajectoryPoints(TArray<struct FVector>* OutSplinePoints, TArray<struct FVector>* OutSplineTangents, struct FHitResult* OutHitResult) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTrajectoryAbilityInterface", "GetProjectileTrajectoryPoints");

	Params::FortTrajectoryAbilityInterface_GetProjectileTrajectoryPoints Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (OutSplinePoints != nullptr)
		*OutSplinePoints = std::move(Parms.OutSplinePoints);

	if (OutSplineTangents != nullptr)
		*OutSplineTangents = std::move(Parms.OutSplineTangents);

	if (OutHitResult != nullptr)
		*OutHitResult = std::move(Parms.OutHitResult);
}


// Function FortniteGame.FortTwitchAccount.HandleQuestsUpdated
// (Final, Native, Private)

void UFortTwitchAccount::HandleQuestsUpdated()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortTwitchAccount", "HandleQuestsUpdated");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortInventorySortFunctionLibrary.GetCriterionDisplayNameOfSortType
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EInventoryContentSortType               SortType                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             ReturnValue                                            (Parm, OutParm, ReturnParm, NativeAccessSpecifierPublic)

class FText UFortInventorySortFunctionLibrary::GetCriterionDisplayNameOfSortType(EInventoryContentSortType SortType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortInventorySortFunctionLibrary", "GetCriterionDisplayNameOfSortType");

	Params::FortInventorySortFunctionLibrary_GetCriterionDisplayNameOfSortType Parms{};

	Parms.SortType = SortType;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBrushSizeFunctionLibrary.GrowBrushSize
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortBrushSize                          OriginalBrushSize                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Steps                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBrushSize                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortBrushSize UFortBrushSizeFunctionLibrary::GrowBrushSize(const EFortBrushSize OriginalBrushSize, const int32 Steps)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBrushSizeFunctionLibrary", "GrowBrushSize");

	Params::FortBrushSizeFunctionLibrary_GrowBrushSize Parms{};

	Parms.OriginalBrushSize = OriginalBrushSize;
	Parms.Steps = Steps;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortBrushSizeFunctionLibrary.ShrinkBrushSize
// (Final, Native, Static, Public, BlueprintCallable, BlueprintPure)
// Parameters:
// EFortBrushSize                          OriginalBrushSize                                      (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   Steps                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBrushSize                          ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

EFortBrushSize UFortBrushSizeFunctionLibrary::ShrinkBrushSize(const EFortBrushSize OriginalBrushSize, const int32 Steps)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortBrushSizeFunctionLibrary", "ShrinkBrushSize");

	Params::FortBrushSizeFunctionLibrary_ShrinkBrushSize Parms{};

	Parms.OriginalBrushSize = OriginalBrushSize;
	Parms.Steps = Steps;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWorldManager.OnRep_InitialGlobalWind
// (Final, Native, Public)

void AFortWorldManager::OnRep_InitialGlobalWind()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldManager", "OnRep_InitialGlobalWind");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVariantTokenType.GetCosmeticItem
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortItemDefinition*              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortItemDefinition* UFortVariantTokenType::GetCosmeticItem() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVariantTokenType", "GetCosmeticItem");

	Params::FortVariantTokenType_GetCosmeticItem Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVariantTokenType.GetVariantChannelTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortVariantTokenType::GetVariantChannelTag() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVariantTokenType", "GetVariantChannelTag");

	Params::FortVariantTokenType_GetVariantChannelTag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVariantTokenType.GetVariantNameTag
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag                     ReturnValue                                            (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

struct FGameplayTag UFortVariantTokenType::GetVariantNameTag() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVariantTokenType", "GetVariantNameTag");

	Params::FortVariantTokenType_GetVariantNameTag Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVehicleAudioVoice.SetParam
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortVehicleAudioVoice::SetParam(float Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVehicleAudioVoice", "SetParam");

	Params::FortVehicleAudioVoice_SetParam Parms{};

	Parms.Param = Param;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVehicleAudioVoice.SetParamExplicit
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FName                             Param_Name                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Param                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortVehicleAudioVoice::SetParamExplicit(class FName Param_Name, float Param)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVehicleAudioVoice", "SetParamExplicit");

	Params::FortVehicleAudioVoice_SetParamExplicit Parms{};

	Parms.Param_Name = Param_Name;
	Parms.Param = Param;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVehicleAudioVoice.SetParamRange
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   Min                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   Max                                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortVehicleAudioVoice::SetParamRange(float Min, float Max)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVehicleAudioVoice", "SetParamRange");

	Params::FortVehicleAudioVoice_SetParamRange Parms{};

	Parms.Min = Min;
	Parms.Max = Max;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVehicleAudioVoice.StopAllAudio
// (Final, Native, Public, BlueprintCallable)

void UFortVehicleAudioVoice::StopAllAudio()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVehicleAudioVoice", "StopAllAudio");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.VehicleTeleportPortal.NotifyTeleportedVehicle
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class AFortAthenaVehicle*               Vehicle                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void IVehicleTeleportPortal::NotifyTeleportedVehicle(class AFortAthenaVehicle* Vehicle)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VehicleTeleportPortal", "NotifyTeleportedVehicle");

	Params::VehicleTeleportPortal_NotifyTeleportedVehicle Parms{};

	Parms.Vehicle = Vehicle;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.CheckForOverlappingVolumes
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure)
// Parameters:
// class UObject*                          WorldContextObject                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          StartLocation                                          (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         PlaysetRotation                                        (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class UFortPlaysetItemDefinition*       NewPlayset                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::CheckForOverlappingVolumes(class UObject* WorldContextObject, const struct FVector& StartLocation, const struct FRotator& PlaysetRotation, class UFortPlaysetItemDefinition* NewPlayset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortVolumeManager", "CheckForOverlappingVolumes");

	Params::FortVolumeManager_CheckForOverlappingVolumes Parms{};

	Parms.WorldContextObject = WorldContextObject;
	Parms.StartLocation = std::move(StartLocation);
	Parms.PlaysetRotation = std::move(PlaysetRotation);
	Parms.NewPlayset = NewPlayset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetMinigameForVolume
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortMinigame*                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortMinigame* AFortVolumeManager::GetMinigameForVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortVolumeManager", "GetMinigameForVolume");

	Params::FortVolumeManager_GetMinigameForVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumeManager
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject*                          WorldContextObject                                     (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolumeManager*               OutVolumeManager                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EVolumeValidityResult                   OutIsValid                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::GetVolumeManager(const class UObject* WorldContextObject, class AFortVolumeManager** OutVolumeManager, EVolumeValidityResult* OutIsValid)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortVolumeManager", "GetVolumeManager");

	Params::FortVolumeManager_GetVolumeManager Parms{};

	Parms.WorldContextObject = WorldContextObject;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (OutVolumeManager != nullptr)
		*OutVolumeManager = Parms.OutVolumeManager;

	if (OutIsValid != nullptr)
		*OutIsValid = Parms.OutIsValid;
}


// Function FortniteGame.FortVolumeManager.ApplyLevelSaveToWorld
// (Final, Native, Public)
// Parameters:
// class ULevelSaveRecord*                 SaveToSpawnFrom                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bComplexShouldSpawn                                    (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::ApplyLevelSaveToWorld(class ULevelSaveRecord* SaveToSpawnFrom, const bool bComplexShouldSpawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ApplyLevelSaveToWorld");

	Params::FortVolumeManager_ApplyLevelSaveToWorld Parms{};

	Parms.SaveToSpawnFrom = SaveToSpawnFrom;
	Parms.bComplexShouldSpawn = bComplexShouldSpawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.DecrementUserIslandLoading
// (Final, Native, Public)

void AFortVolumeManager::DecrementUserIslandLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "DecrementUserIslandLoading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.EnterReadOnlyForVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::EnterReadOnlyForVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "EnterReadOnlyForVolume");

	Params::FortVolumeManager_EnterReadOnlyForVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.FinishedSpawningCurrentLevelRecord
// (Final, Native, Private, HasOutParams)
// Parameters:
// struct FAsyncTaskResult                 Result                                                 (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)

void AFortVolumeManager::FinishedSpawningCurrentLevelRecord(const struct FAsyncTaskResult& Result)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "FinishedSpawningCurrentLevelRecord");

	Params::FortVolumeManager_FinishedSpawningCurrentLevelRecord Parms{};

	Parms.Result = std::move(Result);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleActorEndPlay
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EEndPlayReason                          EndPlayReason                                          (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleActorEndPlay(class AActor* Actor, const EEndPlayReason EndPlayReason)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleActorEndPlay");

	Params::FortVolumeManager_HandleActorEndPlay Parms{};

	Parms.Actor = Actor;
	Parms.EndPlayReason = EndPlayReason;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleActorEnteredVolume
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              ActorComponent                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleActorEnteredVolume(class AActor* Actor, class UPrimitiveComponent* ActorComponent, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleActorEnteredVolume");

	Params::FortVolumeManager_HandleActorEnteredVolume Parms{};

	Parms.Actor = Actor;
	Parms.ActorComponent = ActorComponent;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleActorExitedVolume
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UPrimitiveComponent*              ActorComponent                                         (Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleActorExitedVolume(class AActor* Actor, class UPrimitiveComponent* ActorComponent, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleActorExitedVolume");

	Params::FortVolumeManager_HandleActorExitedVolume Parms{};

	Parms.Actor = Actor;
	Parms.ActorComponent = ActorComponent;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleActorHealthChanged
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   NewHealth                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleActorHealthChanged(class AActor* Actor, float NewHealth)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleActorHealthChanged");

	Params::FortVolumeManager_HandleActorHealthChanged Parms{};

	Parms.Actor = Actor;
	Parms.NewHealth = NewHealth;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleOnActorSpawned
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleOnActorSpawned(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleOnActorSpawned");

	Params::FortVolumeManager_HandleOnActorSpawned Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleOnActorSpawned_Internal
// (Final, Native, Private)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleOnActorSpawned_Internal(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleOnActorSpawned_Internal");

	Params::FortVolumeManager_HandleOnActorSpawned_Internal Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleVolumeReset
// (Final, Native, Private)
// Parameters:
// class AFortVolume*                      VolumeResetting                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleVolumeReset(class AFortVolume* VolumeResetting)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleVolumeReset");

	Params::FortVolumeManager_HandleVolumeReset Parms{};

	Parms.VolumeResetting = VolumeResetting;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.HandleVolumeStateChanged
// (Final, Native, Private)
// Parameters:
// EVolumeState                            NewState                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::HandleVolumeStateChanged(EVolumeState NewState, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "HandleVolumeStateChanged");

	Params::FortVolumeManager_HandleVolumeStateChanged Parms{};

	Parms.NewState = NewState;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.IncrementUserIslandLoading
// (Final, Native, Public)

void AFortVolumeManager::IncrementUserIslandLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "IncrementUserIslandLoading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.MinigameExitReadOnlyForVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::MinigameExitReadOnlyForVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "MinigameExitReadOnlyForVolume");

	Params::FortVolumeManager_MinigameExitReadOnlyForVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.OnRep_ClientBudgetData
// (Final, Native, Private)

void AFortVolumeManager::OnRep_ClientBudgetData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "OnRep_ClientBudgetData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.ResaveActor
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::ResaveActor(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ResaveActor");

	Params::FortVolumeManager_ResaveActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.ResaveActorWithVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::ResaveActorWithVolume(class AActor* Actor, class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ResaveActorWithVolume");

	Params::FortVolumeManager_ResaveActorWithVolume Parms{};

	Parms.Actor = Actor;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.ResetVolumeAndLevelRecord
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            RequestingFortPC                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::ResetVolumeAndLevelRecord(class AFortVolume* Volume, class AFortPlayerController* RequestingFortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ResetVolumeAndLevelRecord");

	Params::FortVolumeManager_ResetVolumeAndLevelRecord Parms{};

	Parms.Volume = Volume;
	Parms.RequestingFortPC = RequestingFortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.SpawnVolume
// (Final, Native, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TSubclassOf<class AFortVolume>          VolumeActor                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlaysetItemDefinition*       Playset                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortVolumeManager::SpawnVolume(TSubclassOf<class AFortVolume> VolumeActor, class UFortPlaysetItemDefinition* Playset, const struct FVector& Location, const struct FRotator& Rotation)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "SpawnVolume");

	Params::FortVolumeManager_SpawnVolume Parms{};

	Parms.VolumeActor = VolumeActor;
	Parms.Playset = Playset;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.TryActivateQueuedVolumes
// (Final, Native, Private)
// Parameters:
// EAthenaGamePhase                        GamePhase                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::TryActivateQueuedVolumes(EAthenaGamePhase GamePhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "TryActivateQueuedVolumes");

	Params::FortVolumeManager_TryActivateQueuedVolumes Parms{};

	Parms.GamePhase = GamePhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.UpdatePublishWatermarkFlagForVolume
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AFortVolumeManager::UpdatePublishWatermarkFlagForVolume(class AFortVolume* Volume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "UpdatePublishWatermarkFlagForVolume");

	Params::FortVolumeManager_UpdatePublishWatermarkFlagForVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.UpdateVolumeLevelStreams
// (Final, Native, Private)

void AFortVolumeManager::UpdateVolumeLevelStreams()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "UpdateVolumeLevelStreams");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortVolumeManager.GetAllPlayersInVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AController*>              ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class AController*> AFortVolumeManager::GetAllPlayersInVolume(class AFortVolume* Volume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetAllPlayersInVolume");

	Params::FortVolumeManager_GetAllPlayersInVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetAllPlayerStatesInVolume
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class APlayerState*>             ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)

TArray<class APlayerState*> AFortVolumeManager::GetAllPlayerStatesInVolume(class AFortVolume* Volume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetAllPlayerStatesInVolume");

	Params::FortVolumeManager_GetAllPlayerStatesInVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumeForActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Actor                                                  (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortVolumeManager::GetVolumeForActor(const class AActor* Actor) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetVolumeForActor");

	Params::FortVolumeManager_GetVolumeForActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumeForLocation
// (Final, Native, Public, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortVolumeManager::GetVolumeForLocation(const struct FVector& Location) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetVolumeForLocation");

	Params::FortVolumeManager_GetVolumeForLocation Parms{};

	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumeForPlayerState
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerState*                     PlayerState                                            (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class AFortVolume* AFortVolumeManager::GetVolumeForPlayerState(const class APlayerState* PlayerState) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetVolumeForPlayerState");

	Params::FortVolumeManager_GetVolumeForPlayerState Parms{};

	Parms.PlayerState = PlayerState;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumesForActor
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortVolume*>              Volumes                                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::GetVolumesForActor(class AActor* Actor, TArray<class AFortVolume*>* Volumes) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetVolumesForActor");

	Params::FortVolumeManager_GetVolumesForActor Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Volumes != nullptr)
		*Volumes = std::move(Parms.Volumes);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.GetVolumesForLocation
// (Final, Native, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FVector                          Location                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<class AFortVolume*>              Volumes                                                (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::GetVolumesForLocation(const struct FVector& Location, TArray<class AFortVolume*>* Volumes) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "GetVolumesForLocation");

	Params::FortVolumeManager_GetVolumesForLocation Parms{};

	Parms.Location = std::move(Location);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (Volumes != nullptr)
		*Volumes = std::move(Parms.Volumes);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.ShouldShowPublishWatermarkForVolume
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           CreatorName                                            (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FString                           CreativeMnemonic                                       (Parm, OutParm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Title                                                  (Parm, OutParm, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::ShouldShowPublishWatermarkForVolume(class AFortVolume* Volume, class FString* CreatorName, class FString* CreativeMnemonic, class FText* Title) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ShouldShowPublishWatermarkForVolume");

	Params::FortVolumeManager_ShouldShowPublishWatermarkForVolume Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (CreatorName != nullptr)
		*CreatorName = std::move(Parms.CreatorName);

	if (CreativeMnemonic != nullptr)
		*CreativeMnemonic = std::move(Parms.CreativeMnemonic);

	if (Title != nullptr)
		*Title = std::move(Parms.Title);

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.ShouldSpawnActor
// (Final, Native, Public, HasOutParams, HasDefaults, Const)
// Parameters:
// class UWorld*                           WorldContext                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor>               ActorClass                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector                          Location                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator                         Rotation                                               (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::ShouldSpawnActor(class UWorld* WorldContext, TSubclassOf<class AActor> ActorClass, const struct FVector& Location, const struct FRotator& Rotation) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "ShouldSpawnActor");

	Params::FortVolumeManager_ShouldSpawnActor Parms{};

	Parms.WorldContext = WorldContext;
	Parms.ActorClass = ActorClass;
	Parms.Location = std::move(Location);
	Parms.Rotation = std::move(Rotation);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.VolumeContainsUser
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class APlayerState*                     PlayerState                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::VolumeContainsUser(class APlayerState* PlayerState, class AFortVolume* Volume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "VolumeContainsUser");

	Params::FortVolumeManager_VolumeContainsUser Parms{};

	Parms.PlayerState = PlayerState;
	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortVolumeManager.WillVolumeDeleteAfterActorSpawn
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AFortVolume*                      Volume                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortVolumeManager::WillVolumeDeleteAfterActorSpawn(class AFortVolume* Volume) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortVolumeManager", "WillVolumeDeleteAfterActorSpawn");

	Params::FortVolumeManager_WillVolumeDeleteAfterActorSpawn Parms{};

	Parms.Volume = Volume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWaypointInfo.IsEndingWaypoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingTrapFloor_Waypoint*      Waypoint                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWaypointInfo::IsEndingWaypoint(class ABuildingTrapFloor_Waypoint* Waypoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWaypointInfo", "IsEndingWaypoint");

	Params::FortWaypointInfo_IsEndingWaypoint Parms{};

	Parms.Waypoint = Waypoint;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWaypointInfo.IsStartingWaypoint
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class ABuildingTrapFloor_Waypoint*      Waypoint                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AFortWaypointInfo::IsStartingWaypoint(class ABuildingTrapFloor_Waypoint* Waypoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWaypointInfo", "IsStartingWaypoint");

	Params::FortWaypointInfo_IsStartingWaypoint Parms{};

	Parms.Waypoint = Waypoint;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWaypointInfo.OnRep_SplineLocations
// (Final, Native, Public)

void AFortWaypointInfo::OnRep_SplineLocations()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWaypointInfo", "OnRep_SplineLocations");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWaypointVolumeComponent.OnClientEnterVolume
// (Final, Native, Public)
// Parameters:
// class APlayerState*                     InPlayerState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      InVolume                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortWaypointVolumeComponent::OnClientEnterVolume(class APlayerState* InPlayerState, class AFortVolume* InVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWaypointVolumeComponent", "OnClientEnterVolume");

	Params::FortWaypointVolumeComponent_OnClientEnterVolume Parms{};

	Parms.InPlayerState = InPlayerState;
	Parms.InVolume = InVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWaypointVolumeComponent.OnClientExitVolume
// (Final, Native, Public)
// Parameters:
// class APlayerState*                     InPlayerState                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortVolume*                      InVolume                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortWaypointVolumeComponent::OnClientExitVolume(class APlayerState* InPlayerState, class AFortVolume* InVolume)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWaypointVolumeComponent", "OnClientExitVolume");

	Params::FortWaypointVolumeComponent_OnClientExitVolume Parms{};

	Parms.InPlayerState = InPlayerState;
	Parms.InVolume = InVolume;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeap_EditingTool.OnRep_EditActor
// (Final, Native, Private)

void AFortWeap_EditingTool::OnRep_EditActor()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeap_EditingTool", "OnRep_EditActor");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_AccumulatedWeaponChanceToNotConsumeAmmo
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_AccumulatedWeaponChanceToNotConsumeAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_AccumulatedWeaponChanceToNotConsumeAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_CharacterItemDurabilityDecayModifier
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_CharacterItemDurabilityDecayModifier()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_CharacterItemDurabilityDecayModifier");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponAmmoClipSize
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponAmmoClipSize()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponAmmoClipSize");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponChanceToNotConsumeAmmo
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponChanceToNotConsumeAmmo()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponChanceToNotConsumeAmmo");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponHorizontalRecoil
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponHorizontalRecoil()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponHorizontalRecoil");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponRateOfFire
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponRateOfFire()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponRateOfFire");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponReloadSpeed
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponReloadSpeed()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponReloadSpeed");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponSpreadReduction
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponSpreadReduction()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponSpreadReduction");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponAttrSet.OnRep_WeaponVerticalRecoil
// (Final, Native, Public)

void UFortWeaponAttrSet::OnRep_WeaponVerticalRecoil()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponAttrSet", "OnRep_WeaponVerticalRecoil");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWeaponRangedForVehicle.OnHostVehicleSetup
// (Event, Public, BlueprintEvent)

void AFortWeaponRangedForVehicle::OnHostVehicleSetup()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedForVehicle", "OnHostVehicleSetup");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.FortWeaponRangedItemDefinition.DoNotAllowDoublePump
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::DoNotAllowDoublePump() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "DoNotAllowDoublePump");

	Params::FortWeaponRangedItemDefinition_DoNotAllowDoublePump Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ForceProjectileTooltip
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ForceProjectileTooltip() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ForceProjectileTooltip");

	Params::FortWeaponRangedItemDefinition_ForceProjectileTooltip Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.GetBulletShellFXTemplate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UParticleSystem*                  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UParticleSystem* UFortWeaponRangedItemDefinition::GetBulletShellFXTemplate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "GetBulletShellFXTemplate");

	Params::FortWeaponRangedItemDefinition_GetBulletShellFXTemplate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.GetProjectileTemplate
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TSubclassOf<class AFortProjectileBase>  ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSubclassOf<class AFortProjectileBase> UFortWeaponRangedItemDefinition::GetProjectileTemplate() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "GetProjectileTemplate");

	Params::FortWeaponRangedItemDefinition_GetProjectileTemplate Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldShowReticleHitNotifyAtImpactLocation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldShowReticleHitNotifyAtImpactLocation() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldShowReticleHitNotifyAtImpactLocation");

	Params::FortWeaponRangedItemDefinition_ShouldShowReticleHitNotifyAtImpactLocation Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldSpawnBulletShellFX
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldSpawnBulletShellFX() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldSpawnBulletShellFX");

	Params::FortWeaponRangedItemDefinition_ShouldSpawnBulletShellFX Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldTraceThroughPawns
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldTraceThroughPawns() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldTraceThroughPawns");

	Params::FortWeaponRangedItemDefinition_ShouldTraceThroughPawns Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldTraceThroughWorld
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldTraceThroughWorld() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldTraceThroughWorld");

	Params::FortWeaponRangedItemDefinition_ShouldTraceThroughWorld Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldUseNativeWeaponTrace
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldUseNativeWeaponTrace() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldUseNativeWeaponTrace");

	Params::FortWeaponRangedItemDefinition_ShouldUseNativeWeaponTrace Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.ShouldUsePerfectAimWhenTargetingMinSpread
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::ShouldUsePerfectAimWhenTargetingMinSpread() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "ShouldUsePerfectAimWhenTargetingMinSpread");

	Params::FortWeaponRangedItemDefinition_ShouldUsePerfectAimWhenTargetingMinSpread Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedItemDefinition.UseOnTouch
// (Final, RequiredAPI, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWeaponRangedItemDefinition::UseOnTouch() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedItemDefinition", "UseOnTouch");

	Params::FortWeaponRangedItemDefinition_UseOnTouch Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FortWeaponRangedMountedCannon.ServerFireActorInCannon
// (Net, NetReliable, Native, Event, Public, NetServer, NetValidate)

void AFortWeaponRangedMountedCannon::ServerFireActorInCannon()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWeaponRangedMountedCannon", "ServerFireActorInCannon");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWorldItem.MarkItemAsSeenInFrontend
// (Final, Native, Public, BlueprintCallable)

void UFortWorldItem::MarkItemAsSeenInFrontend()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItem", "MarkItemAsSeenInFrontend");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortWorldItem.GetOwnedGameplayTags
// (Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTagContainer            TagContainer                                           (Parm, OutParm, NativeAccessSpecifierPublic)

void UFortWorldItem::GetOwnedGameplayTags(struct FGameplayTagContainer* TagContainer) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItem", "GetOwnedGameplayTags");

	Params::FortWorldItem_GetOwnedGameplayTags Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (TagContainer != nullptr)
		*TagContainer = std::move(Parms.TagContainer);
}


// Function FortniteGame.FortWorldItem.SeenInFrontend
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UFortWorldItem::SeenInFrontend() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortWorldItem", "SeenInFrontend");

	Params::FortWorldItem_SeenInFrontend Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.FrontendAnimInstance.OnPlayMontageFromGameplayTagQuery
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// struct FGameplayTagQuery                MatchingQuery                                          (ConstParm, Parm, OutParm, ReferenceParm, NativeAccessSpecifierPublic)
// class UAnimMontage*                     MontagePlaying                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFrontendAnimInstance::OnPlayMontageFromGameplayTagQuery(const struct FGameplayTagQuery& MatchingQuery, class UAnimMontage* MontagePlaying)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FrontendAnimInstance", "OnPlayMontageFromGameplayTagQuery");

	Params::FrontendAnimInstance_OnPlayMontageFromGameplayTagQuery Parms{};

	Parms.MatchingQuery = std::move(MatchingQuery);
	Parms.MontagePlaying = MontagePlaying;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FrontendAnimInstance.PlayIntro
// (Final, Native, Public, BlueprintCallable)

void UFrontendAnimInstance::PlayIntro()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FrontendAnimInstance", "PlayIntro");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FrontendAnimInstance.PlayOutro
// (Final, Native, Public, BlueprintCallable)

void UFrontendAnimInstance::PlayOutro()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FrontendAnimInstance", "PlayOutro");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FrontendAnimInstance.PlaySelected
// (Final, Native, Public, BlueprintCallable)

void UFrontendAnimInstance::PlaySelected()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FrontendAnimInstance", "PlaySelected");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.GameplayEffectVolume.ApplyGameplayEffect
// (Final, Native, Public)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayEffectVolume::ApplyGameplayEffect(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayEffectVolume", "ApplyGameplayEffect");

	Params::GameplayEffectVolume_ApplyGameplayEffect Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.GameplayEffectVolume.RemoveGameplayEffect
// (Final, Native, Public)
// Parameters:
// class AActor*                           Actor                                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AGameplayEffectVolume::RemoveGameplayEffect(class AActor* Actor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GameplayEffectVolume", "RemoveGameplayEffect");

	Params::GameplayEffectVolume_RemoveGameplayEffect Parms{};

	Parms.Actor = Actor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.HoverDroneMovementComponent.OnFollowedPlayerChanged
// (Final, Native, Private)
// Parameters:
// class AFortPlayerControllerSpectating*  SpectatorPC                                            (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerState*                 NewFollowedPlayer                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UHoverDroneMovementComponent::OnFollowedPlayerChanged(class AFortPlayerControllerSpectating* SpectatorPC, class AFortPlayerState* NewFollowedPlayer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("HoverDroneMovementComponent", "OnFollowedPlayerChanged");

	Params::HoverDroneMovementComponent_OnFollowedPlayerChanged Parms{};

	Parms.SpectatorPC = SpectatorPC;
	Parms.NewFollowedPlayer = NewFollowedPlayer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeartBase.IsKeepLoaded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeartBase::IsKeepLoaded()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "IsKeepLoaded");

	Params::KeepHeartBase_IsKeepLoaded Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeartBase.IsKeepOwner
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeartBase::IsKeepOwner(const class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "IsKeepOwner");

	Params::KeepHeartBase_IsKeepOwner Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeartBase.LoadUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeartBase::LoadUserKeep(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "LoadUserKeep");

	Params::KeepHeartBase_LoadUserKeep Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeartBase.ResetUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeartBase::ResetUserKeep(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "ResetUserKeep");

	Params::KeepHeartBase_ResetUserKeep Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeartBase.SaveUserKeep
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeartBase::SaveUserKeep(class AFortPlayerController* FortPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "SaveUserKeep");

	Params::KeepHeartBase_SaveUserKeep Parms{};

	Parms.FortPC = FortPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeartBase.SetAllowLooting
// (BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bAllowed                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeartBase::SetAllowLooting(bool bAllowed)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeartBase", "SetAllowLooting");

	Params::KeepHeartBase_SetAllowLooting Parms{};

	Parms.bAllowed = bAllowed;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.DelayedVoteSuccess
// (Final, Native, Public)

void AKeepHeart::DelayedVoteSuccess()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "DelayedVoteSuccess");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.DestroyNonPermaniteStructures
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeart::DestroyNonPermaniteStructures()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "DestroyNonPermaniteStructures");

	Params::KeepHeart_DestroyNonPermaniteStructures Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.GetAveragePermaniteLevel
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AKeepHeart::GetAveragePermaniteLevel()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "GetAveragePermaniteLevel");

	Params::KeepHeart_GetAveragePermaniteLevel Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.GetUpgradeAllPermaniteCost
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bQuickUpgrade                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AKeepHeart::GetUpgradeAllPermaniteCost(class AFortPlayerController* FortPC, bool bQuickUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "GetUpgradeAllPermaniteCost");

	Params::KeepHeart_GetUpgradeAllPermaniteCost Parms{};

	Parms.FortPC = FortPC;
	Parms.bQuickUpgrade = bQuickUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.GetWorldStreamingInProgress
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// float                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

float AKeepHeart::GetWorldStreamingInProgress()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "GetWorldStreamingInProgress");

	Params::KeepHeart_GetWorldStreamingInProgress Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.HandleVoteComplete
// (Final, Native, Public)
// Parameters:
// bool                                    bResult                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::HandleVoteComplete(bool bResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "HandleVoteComplete");

	Params::KeepHeart_HandleVoteComplete Parms{};

	Parms.bResult = bResult;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.IsWorldStreamedIn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeart::IsWorldStreamedIn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "IsWorldStreamedIn");

	Params::KeepHeart_IsWorldStreamedIn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.IsWorldStreamingIn
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeart::IsWorldStreamingIn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "IsWorldStreamingIn");

	Params::KeepHeart_IsWorldStreamingIn Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.NotifyEncounterEnded
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo*             EndedEncounter                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::NotifyEncounterEnded(class UFortAIEncounterInfo* EndedEncounter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "NotifyEncounterEnded");

	Params::KeepHeart_NotifyEncounterEnded Parms{};

	Parms.EndedEncounter = EndedEncounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.NotifyEncounterStarted
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class UFortAIEncounterInfo*             StartedEncounter                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::NotifyEncounterStarted(class UFortAIEncounterInfo* StartedEncounter)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "NotifyEncounterStarted");

	Params::KeepHeart_NotifyEncounterStarted Parms{};

	Parms.StartedEncounter = StartedEncounter;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.OnDefenseLevelChanged
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::OnDefenseLevelChanged()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "OnDefenseLevelChanged");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.OnVoteComplete
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// bool                                    bResult                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::OnVoteComplete(bool bResult)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "OnVoteComplete");

	Params::KeepHeart_OnVoteComplete Parms{};

	Parms.bResult = bResult;

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.KeepHeart.OnWorldStreamedIn
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)

void AKeepHeart::OnWorldStreamedIn()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "OnWorldStreamedIn");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FortniteGame.KeepHeart.ResetContainers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::ResetContainers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "ResetContainers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.RestoreContainers
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::RestoreContainers()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "RestoreContainers");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.RestoreKeepHealth
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::RestoreKeepHealth()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "RestoreKeepHealth");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.SetPermaniteAvailability
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    bAvailable                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::SetPermaniteAvailability(bool bAvailable)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "SetPermaniteAvailability");

	Params::KeepHeart_SetPermaniteAvailability Parms{};

	Parms.bAvailable = bAvailable;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.StartVote
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FText                             VoteText                                               (Parm, NativeAccessSpecifierPublic)
// class FText                             YesText                                                (Parm, NativeAccessSpecifierPublic)
// class FText                             NoText                                                 (Parm, NativeAccessSpecifierPublic)
// float                                   PercentageToPass                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bSkipIfOnePlayerOnly                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AKeepHeart::StartVote(const class FText& VoteText, const class FText& YesText, const class FText& NoText, float PercentageToPass, bool bSkipIfOnePlayerOnly)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "StartVote");

	Params::KeepHeart_StartVote Parms{};

	Parms.VoteText = std::move(VoteText);
	Parms.YesText = std::move(YesText);
	Parms.NoText = std::move(NoText);
	Parms.PercentageToPass = PercentageToPass;
	Parms.bSkipIfOnePlayerOnly = bSkipIfOnePlayerOnly;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.StreamInWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::StreamInWorld()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "StreamInWorld");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.StreamOutWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)

void AKeepHeart::StreamOutWorld()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "StreamOutWorld");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.KeepHeart.UpgradeAllPermaniteStructures
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            FortPC                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    bQuickUpgrade                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeart::UpgradeAllPermaniteStructures(class AFortPlayerController* FortPC, bool bQuickUpgrade)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "UpgradeAllPermaniteStructures");

	Params::KeepHeart_UpgradeAllPermaniteStructures Parms{};

	Parms.FortPC = FortPC;
	Parms.bQuickUpgrade = bQuickUpgrade;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.GetDefenseLevel
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// int32                                   ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

int32 AKeepHeart::GetDefenseLevel() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "GetDefenseLevel");

	Params::KeepHeart_GetDefenseLevel Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.KeepHeart.IsDefenseActive
// (Event, Public, BlueprintEvent, Const)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool AKeepHeart::IsDefenseActive() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("KeepHeart", "IsDefenseActive");

	Params::KeepHeart_IsDefenseActive Parms{};

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function FortniteGame.LocalServiceMessageContext.AddLocalServiceMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Identifier                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FText                             Title                                                  (Parm, NativeAccessSpecifierPublic)
// class FText                             Body                                                   (Parm, NativeAccessSpecifierPublic)

void ULocalServiceMessageContext::AddLocalServiceMessage(const class FString& Identifier, const class FText& Title, const class FText& Body)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LocalServiceMessageContext", "AddLocalServiceMessage");

	Params::LocalServiceMessageContext_AddLocalServiceMessage Parms{};

	Parms.Identifier = std::move(Identifier);
	Parms.Title = std::move(Title);
	Parms.Body = std::move(Body);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.LocalServiceMessageContext.RemoveLocalServiceMessage
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           Identifier                                             (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void ULocalServiceMessageContext::RemoveLocalServiceMessage(const class FString& Identifier)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("LocalServiceMessageContext", "RemoveLocalServiceMessage");

	Params::LocalServiceMessageContext_RemoveLocalServiceMessage Parms{};

	Parms.Identifier = std::move(Identifier);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.ManorHeart.TravelToNewWorld
// (Final, BlueprintAuthorityOnly, Native, Public, BlueprintCallable)
// Parameters:
// class FString                           NewTheaterId                                           (Parm, ZeroConstructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AManorHeart::TravelToNewWorld(const class FString& NewTheaterId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("ManorHeart", "TravelToNewWorld");

	Params::ManorHeart_TravelToNewWorld Parms{};

	Parms.NewTheaterId = std::move(NewTheaterId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortItemCollectedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortWorldItemDefinition*         _CollectedItemDefinition                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _CollectedBy                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCollected                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemCollectedParams::BreakParams(class UFortWorldItemDefinition** _CollectedItemDefinition, class AFortPlayerController** _CollectedBy, int32* _AmountCollected)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemCollectedParams", "BreakParams");

	Params::FortItemCollectedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_CollectedItemDefinition != nullptr)
		*_CollectedItemDefinition = Parms._CollectedItemDefinition;

	if (_CollectedBy != nullptr)
		*_CollectedBy = Parms._CollectedBy;

	if (_AmountCollected != nullptr)
		*_AmountCollected = Parms._AmountCollected;
}


// Function FortniteGame.FortItemCollectedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         _CollectedItemDefinition                               (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _CollectedBy                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCollected                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemCollectedParams*         ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemCollectedParams::SetParams(const class UFortWorldItemDefinition* _CollectedItemDefinition, class AFortPlayerController* _CollectedBy, int32 _AmountCollected, class UFortItemCollectedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemCollectedParams", "SetParams");

	Params::FortItemCollectedParams_SetParams Parms{};

	Parms._CollectedItemDefinition = _CollectedItemDefinition;
	Parms._CollectedBy = _CollectedBy;
	Parms._AmountCollected = _AmountCollected;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortItemDroppedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortWorldItemDefinition*         _DroppedItemDefinition                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _DroppedBy                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCollected                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemDroppedParams::BreakParams(class UFortWorldItemDefinition** _DroppedItemDefinition, class AFortPlayerController** _DroppedBy, int32* _AmountCollected)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDroppedParams", "BreakParams");

	Params::FortItemDroppedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_DroppedItemDefinition != nullptr)
		*_DroppedItemDefinition = Parms._DroppedItemDefinition;

	if (_DroppedBy != nullptr)
		*_DroppedBy = Parms._DroppedBy;

	if (_AmountCollected != nullptr)
		*_AmountCollected = Parms._AmountCollected;
}


// Function FortniteGame.FortItemDroppedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortWorldItemDefinition*         _DroppedItemDefinition                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _DroppedBy                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCollected                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemDroppedParams*           ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemDroppedParams::SetParams(const class UFortWorldItemDefinition* _DroppedItemDefinition, class AFortPlayerController* _DroppedBy, int32 _AmountCollected, class UFortItemDroppedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemDroppedParams", "SetParams");

	Params::FortItemDroppedParams_SetParams Parms{};

	Parms._DroppedItemDefinition = _DroppedItemDefinition;
	Parms._DroppedBy = _DroppedBy;
	Parms._AmountCollected = _AmountCollected;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortItemCraftedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class UFortSchematicItemDefinition*     _SchematicDefinition                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _CraftedBy                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCrafted                                         (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    _bItemWasQuickCrafted                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemCraftedParams::BreakParams(class UFortSchematicItemDefinition** _SchematicDefinition, class AFortPlayerController** _CraftedBy, int32* _AmountCrafted, bool* _bItemWasQuickCrafted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemCraftedParams", "BreakParams");

	Params::FortItemCraftedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_SchematicDefinition != nullptr)
		*_SchematicDefinition = Parms._SchematicDefinition;

	if (_CraftedBy != nullptr)
		*_CraftedBy = Parms._CraftedBy;

	if (_AmountCrafted != nullptr)
		*_AmountCrafted = Parms._AmountCrafted;

	if (_bItemWasQuickCrafted != nullptr)
		*_bItemWasQuickCrafted = Parms._bItemWasQuickCrafted;
}


// Function FortniteGame.FortItemCraftedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UFortSchematicItemDefinition*     _SchematicDefinition                                   (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _CraftedBy                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// int32                                   _AmountCrafted                                         (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    _bItemWasQuickCrafted                                  (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItemCraftedParams*           ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortItemCraftedParams::SetParams(const class UFortSchematicItemDefinition* _SchematicDefinition, class AFortPlayerController* _CraftedBy, int32 _AmountCrafted, bool _bItemWasQuickCrafted, class UFortItemCraftedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortItemCraftedParams", "SetParams");

	Params::FortItemCraftedParams_SetParams Parms{};

	Parms._SchematicDefinition = _SchematicDefinition;
	Parms._CraftedBy = _CraftedBy;
	Parms._AmountCrafted = _AmountCrafted;
	Parms._bItemWasQuickCrafted = _bItemWasQuickCrafted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortEnemyDamagedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPawn*                        _DamagedPawn                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _DamagedBy                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   _DamageAmount                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEnemyDamagedParams::BreakParams(class AFortPawn** _DamagedPawn, class AFortPlayerController** _DamagedBy, float* _DamageAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEnemyDamagedParams", "BreakParams");

	Params::FortEnemyDamagedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_DamagedPawn != nullptr)
		*_DamagedPawn = Parms._DamagedPawn;

	if (_DamagedBy != nullptr)
		*_DamagedBy = Parms._DamagedBy;

	if (_DamageAmount != nullptr)
		*_DamageAmount = Parms._DamageAmount;
}


// Function FortniteGame.FortEnemyDamagedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPawn*                        _DamagedPawn                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _DamagedBy                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   _DamageAmount                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortEnemyDamagedParams*          ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortEnemyDamagedParams::SetParams(class AFortPawn* _DamagedPawn, class AFortPlayerController* _DamagedBy, float _DamageAmount, class UFortEnemyDamagedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortEnemyDamagedParams", "SetParams");

	Params::FortEnemyDamagedParams_SetParams Parms{};

	Parms._DamagedPawn = _DamagedPawn;
	Parms._DamagedBy = _DamagedBy;
	Parms._DamageAmount = _DamageAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortNewPlayerParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _NewPlayerController                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNewPlayerParams::BreakParams(class AFortPlayerController** _NewPlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNewPlayerParams", "BreakParams");

	Params::FortNewPlayerParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_NewPlayerController != nullptr)
		*_NewPlayerController = Parms._NewPlayerController;
}


// Function FortniteGame.FortNewPlayerParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _NewPlayerController                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortNewPlayerParams*             ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNewPlayerParams::SetParams(class AFortPlayerController* _NewPlayerController, class UFortNewPlayerParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNewPlayerParams", "SetParams");

	Params::FortNewPlayerParams_SetParams Parms{};

	Parms._NewPlayerController = _NewPlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerExitParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _ExitingPlayerController                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerExitParams::BreakParams(class AFortPlayerController** _ExitingPlayerController)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerExitParams", "BreakParams");

	Params::FortPlayerExitParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_ExitingPlayerController != nullptr)
		*_ExitingPlayerController = Parms._ExitingPlayerController;
}


// Function FortniteGame.FortPlayerExitParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _ExitingPlayerController                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerExitParams*            ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerExitParams::SetParams(class AFortPlayerController* _ExitingPlayerController, class UFortPlayerExitParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerExitParams", "SetParams");

	Params::FortPlayerExitParams_SetParams Parms{};

	Parms._ExitingPlayerController = _ExitingPlayerController;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerDBNOEnterParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerPawn*                  _KilledPlayer                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledBy                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDBNOEnterParams::BreakParams(class AFortPlayerPawn** _KilledPlayer, class AController** _KilledBy)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDBNOEnterParams", "BreakParams");

	Params::FortPlayerDBNOEnterParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_KilledPlayer != nullptr)
		*_KilledPlayer = Parms._KilledPlayer;

	if (_KilledBy != nullptr)
		*_KilledBy = Parms._KilledBy;
}


// Function FortniteGame.FortPlayerDBNOEnterParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerPawn*                  _KilledPlayer                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _KilledBy                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerDBNOEnterParams*       ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerDBNOEnterParams::SetParams(class AFortPlayerPawn* _KilledPlayer, class AController* _KilledBy, class UFortPlayerDBNOEnterParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerDBNOEnterParams", "SetParams");

	Params::FortPlayerDBNOEnterParams_SetParams Parms{};

	Parms._KilledPlayer = _KilledPlayer;
	Parms._KilledBy = _KilledBy;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortDayPhaseChangeParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortTimeOfDayManager*            _LightingAndFogManager                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           _NewDayPhase                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDayPhaseChangeParams::BreakParams(class AFortTimeOfDayManager** _LightingAndFogManager, EFortDayPhase* _NewDayPhase)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDayPhaseChangeParams", "BreakParams");

	Params::FortDayPhaseChangeParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_LightingAndFogManager != nullptr)
		*_LightingAndFogManager = Parms._LightingAndFogManager;

	if (_NewDayPhase != nullptr)
		*_NewDayPhase = Parms._NewDayPhase;
}


// Function FortniteGame.FortDayPhaseChangeParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortTimeOfDayManager*            _LightingAndFogManager                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortDayPhase                           _NewDayPhase                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortDayPhaseChangeParams*        ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortDayPhaseChangeParams::SetParams(class AFortTimeOfDayManager* _LightingAndFogManager, EFortDayPhase _NewDayPhase, class UFortDayPhaseChangeParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortDayPhaseChangeParams", "SetParams");

	Params::FortDayPhaseChangeParams_SetParams Parms{};

	Parms._LightingAndFogManager = _LightingAndFogManager;
	Parms._NewDayPhase = _NewDayPhase;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerBuiltParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Builder                                               (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerBuiltParams::BreakParams(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AFortPlayerController** _Builder)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerBuiltParams", "BreakParams");

	Params::FortPlayerBuiltParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_Building != nullptr)
		*_Building = Parms._Building;

	if (_BuildingType != nullptr)
		*_BuildingType = Parms._BuildingType;

	if (_Builder != nullptr)
		*_Builder = Parms._Builder;
}


// Function FortniteGame.FortPlayerBuiltParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Builder                                               (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerBuiltParams*           ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerBuiltParams::SetParams(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AFortPlayerController* _Builder, class UFortPlayerBuiltParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerBuiltParams", "SetParams");

	Params::FortPlayerBuiltParams_SetParams Parms{};

	Parms._Building = _Building;
	Parms._BuildingType = _BuildingType;
	Parms._Builder = _Builder;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortBuildingDestroyedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _Destroyer                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingDestroyedParams::BreakParams(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _Destroyer)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingDestroyedParams", "BreakParams");

	Params::FortBuildingDestroyedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_Building != nullptr)
		*_Building = Parms._Building;

	if (_BuildingType != nullptr)
		*_BuildingType = Parms._BuildingType;

	if (_Destroyer != nullptr)
		*_Destroyer = Parms._Destroyer;
}


// Function FortniteGame.FortBuildingDestroyedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _Destroyer                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingDestroyedParams*     ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingDestroyedParams::SetParams(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _Destroyer, class UFortBuildingDestroyedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingDestroyedParams", "SetParams");

	Params::FortBuildingDestroyedParams_SetParams Parms{};

	Parms._Building = _Building;
	Parms._BuildingType = _BuildingType;
	Parms._Destroyer = _Destroyer;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortBuildingEditedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   _OriginalBuilding                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor*                   _NewBuilding                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Editor                                                (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingEditedParams::BreakParams(class ABuildingActor** _OriginalBuilding, class ABuildingActor** _NewBuilding, EFortBuildingType* _BuildingType, class AFortPlayerController** _Editor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingEditedParams", "BreakParams");

	Params::FortBuildingEditedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_OriginalBuilding != nullptr)
		*_OriginalBuilding = Parms._OriginalBuilding;

	if (_NewBuilding != nullptr)
		*_NewBuilding = Parms._NewBuilding;

	if (_BuildingType != nullptr)
		*_BuildingType = Parms._BuildingType;

	if (_Editor != nullptr)
		*_Editor = Parms._Editor;
}


// Function FortniteGame.FortBuildingEditedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   _OriginalBuilding                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingActor*                   _NewBuilding                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AFortPlayerController*            _Editor                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingEditedParams*        ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingEditedParams::SetParams(class ABuildingActor* _OriginalBuilding, class ABuildingActor* _NewBuilding, EFortBuildingType _BuildingType, class AFortPlayerController* _Editor, class UFortBuildingEditedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingEditedParams", "SetParams");

	Params::FortBuildingEditedParams_SetParams Parms{};

	Parms._OriginalBuilding = _OriginalBuilding;
	Parms._NewBuilding = _NewBuilding;
	Parms._BuildingType = _BuildingType;
	Parms._Editor = _Editor;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortBuildingDamagedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _DamagedBy                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   _DamageAmount                                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingDamagedParams::BreakParams(class ABuildingActor** _Building, EFortBuildingType* _BuildingType, class AController** _DamagedBy, float* _DamageAmount)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingDamagedParams", "BreakParams");

	Params::FortBuildingDamagedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_Building != nullptr)
		*_Building = Parms._Building;

	if (_BuildingType != nullptr)
		*_BuildingType = Parms._BuildingType;

	if (_DamagedBy != nullptr)
		*_DamagedBy = Parms._DamagedBy;

	if (_DamageAmount != nullptr)
		*_DamageAmount = Parms._DamageAmount;
}


// Function FortniteGame.FortBuildingDamagedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class ABuildingActor*                   _Building                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// EFortBuildingType                       _BuildingType                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AController*                      _DamagedBy                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float                                   _DamageAmount                                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortBuildingDamagedParams*       ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortBuildingDamagedParams::SetParams(class ABuildingActor* _Building, EFortBuildingType _BuildingType, class AController* _DamagedBy, float _DamageAmount, class UFortBuildingDamagedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortBuildingDamagedParams", "SetParams");

	Params::FortBuildingDamagedParams_SetParams Parms{};

	Parms._Building = _Building;
	Parms._BuildingType = _BuildingType;
	Parms._DamagedBy = _DamagedBy;
	Parms._DamageAmount = _DamageAmount;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortMissionSucceededParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission*                     _SucceededMission                                      (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionSucceededParams::BreakParams(class AFortMission** _SucceededMission)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionSucceededParams", "BreakParams");

	Params::FortMissionSucceededParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_SucceededMission != nullptr)
		*_SucceededMission = Parms._SucceededMission;
}


// Function FortniteGame.FortMissionSucceededParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     _SucceededMission                                      (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionSucceededParams*      ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionSucceededParams::SetParams(class AFortMission* _SucceededMission, class UFortMissionSucceededParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionSucceededParams", "SetParams");

	Params::FortMissionSucceededParams_SetParams Parms{};

	Parms._SucceededMission = _SucceededMission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortMissionForceSuccessParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// float                                   _FractionCompleted                                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionForceSuccessParams::BreakParams(float* _FractionCompleted)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionForceSuccessParams", "BreakParams");

	Params::FortMissionForceSuccessParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_FractionCompleted != nullptr)
		*_FractionCompleted = Parms._FractionCompleted;
}


// Function FortniteGame.FortMissionForceSuccessParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// float                                   _FractionCompleted                                     (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionForceSuccessParams*   ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionForceSuccessParams::SetParams(float _FractionCompleted, class UFortMissionForceSuccessParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionForceSuccessParams", "SetParams");

	Params::FortMissionForceSuccessParams_SetParams Parms{};

	Parms._FractionCompleted = _FractionCompleted;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortMissionNeutralCompleteParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortMission*                     _NeutrallyCompletedMission                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionNeutralCompleteParams::BreakParams(class AFortMission** _NeutrallyCompletedMission)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionNeutralCompleteParams", "BreakParams");

	Params::FortMissionNeutralCompleteParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_NeutrallyCompletedMission != nullptr)
		*_NeutrallyCompletedMission = Parms._NeutrallyCompletedMission;
}


// Function FortniteGame.FortMissionNeutralCompleteParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortMission*                     _NeutrallyCompletedMission                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortMissionNeutralCompleteParams*ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortMissionNeutralCompleteParams::SetParams(class AFortMission* _NeutrallyCompletedMission, class UFortMissionNeutralCompleteParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortMissionNeutralCompleteParams", "SetParams");

	Params::FortMissionNeutralCompleteParams_SetParams Parms{};

	Parms._NeutrallyCompletedMission = _NeutrallyCompletedMission;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortObjectiveSucceededParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase*               _SucceededObjective                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveSucceededParams::BreakParams(class AFortObjectiveBase** _SucceededObjective)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveSucceededParams", "BreakParams");

	Params::FortObjectiveSucceededParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_SucceededObjective != nullptr)
		*_SucceededObjective = Parms._SucceededObjective;
}


// Function FortniteGame.FortObjectiveSucceededParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase*               _SucceededObjective                                    (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveSucceededParams*    ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveSucceededParams::SetParams(class AFortObjectiveBase* _SucceededObjective, class UFortObjectiveSucceededParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveSucceededParams", "SetParams");

	Params::FortObjectiveSucceededParams_SetParams Parms{};

	Parms._SucceededObjective = _SucceededObjective;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortObjectiveFailedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortObjectiveBase*               _FailedObjective                                       (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveFailedParams::BreakParams(class AFortObjectiveBase** _FailedObjective)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveFailedParams", "BreakParams");

	Params::FortObjectiveFailedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_FailedObjective != nullptr)
		*_FailedObjective = Parms._FailedObjective;
}


// Function FortniteGame.FortObjectiveFailedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortObjectiveBase*               _FailedObjective                                       (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortObjectiveFailedParams*       ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortObjectiveFailedParams::SetParams(class AFortObjectiveBase* _FailedObjective, class UFortObjectiveFailedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortObjectiveFailedParams", "SetParams");

	Params::FortObjectiveFailedParams_SetParams Parms{};

	Parms._FailedObjective = _FailedObjective;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortToggledOptionsMenuParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledOptionsMenu                          (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Opened                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledOptionsMenuParams::BreakParams(class AFortPlayerController** _PlayerThatToggledOptionsMenu, bool* Opened)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledOptionsMenuParams", "BreakParams");

	Params::FortToggledOptionsMenuParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_PlayerThatToggledOptionsMenu != nullptr)
		*_PlayerThatToggledOptionsMenu = Parms._PlayerThatToggledOptionsMenu;

	if (Opened != nullptr)
		*Opened = Parms.Opened;
}


// Function FortniteGame.FortToggledOptionsMenuParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledOptionsMenu                          (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    Opened                                                 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortToggledOptionsMenuParams*    ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledOptionsMenuParams::SetParams(class AFortPlayerController* _PlayerThatToggledOptionsMenu, bool Opened, class UFortToggledOptionsMenuParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledOptionsMenuParams", "SetParams");

	Params::FortToggledOptionsMenuParams_SetParams Parms{};

	Parms._PlayerThatToggledOptionsMenu = _PlayerThatToggledOptionsMenu;
	Parms.Opened = Opened;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortToggledEditModeParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledEditMode                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 Param_EditableActor                                    (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InEditMode                                             (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledEditModeParams::BreakParams(class AFortPlayerController** _PlayerThatToggledEditMode, class ABuildingSMActor** Param_EditableActor, bool* InEditMode)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledEditModeParams", "BreakParams");

	Params::FortToggledEditModeParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_PlayerThatToggledEditMode != nullptr)
		*_PlayerThatToggledEditMode = Parms._PlayerThatToggledEditMode;

	if (Param_EditableActor != nullptr)
		*Param_EditableActor = Parms.Param_EditableActor;

	if (InEditMode != nullptr)
		*InEditMode = Parms.InEditMode;
}


// Function FortniteGame.FortToggledEditModeParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _PlayerThatToggledEditMode                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class ABuildingSMActor*                 InEditableActor                                        (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool                                    InEditMode                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortToggledEditModeParams*       ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortToggledEditModeParams::SetParams(class AFortPlayerController* _PlayerThatToggledEditMode, class ABuildingSMActor* InEditableActor, bool InEditMode, class UFortToggledEditModeParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortToggledEditModeParams", "SetParams");

	Params::FortToggledEditModeParams_SetParams Parms{};

	Parms._PlayerThatToggledEditMode = _PlayerThatToggledEditMode;
	Parms.InEditableActor = InEditableActor;
	Parms.InEditMode = InEditMode;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortStartLeavingZoneParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _PlayerControllerRequestingLeaving                     (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortStartLeavingZoneParams::BreakParams(class AFortPlayerController** _PlayerControllerRequestingLeaving)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortStartLeavingZoneParams", "BreakParams");

	Params::FortStartLeavingZoneParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_PlayerControllerRequestingLeaving != nullptr)
		*_PlayerControllerRequestingLeaving = Parms._PlayerControllerRequestingLeaving;
}


// Function FortniteGame.FortNewPlayerHasBegunPlayParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _NewPlayerPC                                           (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNewPlayerHasBegunPlayParams::BreakParams(class AFortPlayerController** _NewPlayerPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNewPlayerHasBegunPlayParams", "BreakParams");

	Params::FortNewPlayerHasBegunPlayParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_NewPlayerPC != nullptr)
		*_NewPlayerPC = Parms._NewPlayerPC;
}


// Function FortniteGame.FortNewPlayerHasBegunPlayParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _NewPlayerPC                                           (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortNewPlayerHasBegunPlayParams* ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortNewPlayerHasBegunPlayParams::SetParams(class AFortPlayerController* _NewPlayerPC, class UFortNewPlayerHasBegunPlayParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortNewPlayerHasBegunPlayParams", "SetParams");

	Params::FortNewPlayerHasBegunPlayParams_SetParams Parms{};

	Parms._NewPlayerPC = _NewPlayerPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortPlayerReconnectedParams.BreakParams
// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// class AFortPlayerController*            _ReconnectedPlayerPC                                   (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerReconnectedParams::BreakParams(class AFortPlayerController** _ReconnectedPlayerPC)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerReconnectedParams", "BreakParams");

	Params::FortPlayerReconnectedParams_BreakParams Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (_ReconnectedPlayerPC != nullptr)
		*_ReconnectedPlayerPC = Parms._ReconnectedPlayerPC;
}


// Function FortniteGame.FortPlayerReconnectedParams.SetParams
// (Final, Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class AFortPlayerController*            _ReconnectedPlayerPC                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortPlayerReconnectedParams*     ThisParam                                              (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortPlayerReconnectedParams::SetParams(class AFortPlayerController* _ReconnectedPlayerPC, class UFortPlayerReconnectedParams** ThisParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortPlayerReconnectedParams", "SetParams");

	Params::FortPlayerReconnectedParams_SetParams Parms{};

	Parms._ReconnectedPlayerPC = _ReconnectedPlayerPC;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	if (ThisParam != nullptr)
		*ThisParam = Parms.ThisParam;
}


// Function FortniteGame.FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals.SetupPrefabVisuals
// (Final, Native, Static, Public, HasOutParams, HasDefaults, BlueprintCallable)
// Parameters:
// class APartyDisplayManager*             Target                                                 (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortItem*                        Param_Item                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals*ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals* UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals::SetupPrefabVisuals(const class APartyDisplayManager* Target, const class UFortItem* Param_Item, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = StaticClass()->GetFunction("FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals", "SetupPrefabVisuals");

	Params::FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals_SetupPrefabVisuals Parms{};

	Parms.Target = Target;
	Parms.Param_Item = Param_Item;
	Parms.RequestId = std::move(RequestId);

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	GetDefaultObj()->ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// DelegateFunction FortniteGame.FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals.Delegate__DelegateSignature
// (MulticastDelegate, Public, Delegate, HasDefaults)
// Parameters:
// class UFortItem*                        Param_Item                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGuid                            RequestId                                              (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals::Delegate__DelegateSignature(class UFortItem* Param_Item, const struct FGuid& RequestId)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals", "Delegate__DelegateSignature");

	Params::FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals_Delegate__DelegateSignature Parms{};

	Parms.Param_Item = Param_Item;
	Parms.RequestId = std::move(RequestId);

	UObject::ProcessEvent(Func, &Parms);
}


// Function FortniteGame.FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals.OnPreviousCustomizationComplete
// (Final, Native, Private)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals::OnPreviousCustomizationComplete(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals", "OnPreviousCustomizationComplete");

	Params::FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals_OnPreviousCustomizationComplete Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals.OnRequestedCustomizationComplete
// (Final, Native, Private)
// Parameters:
// class AFortPlayerPawn*                  Pawn                                                   (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UFortAsyncAction_PartyDisplayManager_SetupPrefabVisuals::OnRequestedCustomizationComplete(class AFortPlayerPawn* Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals", "OnRequestedCustomizationComplete");

	Params::FortAsyncAction_PartyDisplayManager_SetupPrefabVisuals_OnRequestedCustomizationComplete Parms{};

	Parms.Pawn = Pawn;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PetSyncedDanceItemDefinition.GetPetAnimation
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UAthenaPetItemDefinition*         PetItemDef                                             (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSoftObjectPtr<class UAnimMontage>      ReturnValue                                            (Parm, OutParm, ReturnParm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)

TSoftObjectPtr<class UAnimMontage> UPetSyncedDanceItemDefinition::GetPetAnimation(const class UAthenaPetItemDefinition* PetItemDef) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PetSyncedDanceItemDefinition", "GetPetAnimation");

	Params::PetSyncedDanceItemDefinition_GetPetAnimation Parms{};

	Parms.PetItemDef = PetItemDef;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.PlaysetLevelStreamComponent.ClearPlayset
// (Final, Native, Public, BlueprintCallable)

void UPlaysetLevelStreamComponent::ClearPlayset()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "ClearPlayset");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.IsLoading
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// bool                                    ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

bool UPlaysetLevelStreamComponent::IsLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "IsLoading");

	Params::PlaysetLevelStreamComponent_IsLoading Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.PlaysetLevelStreamComponent.OnFinishedLoading
// (Final, Native, Private)

void UPlaysetLevelStreamComponent::OnFinishedLoading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "OnFinishedLoading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.OnFinishedLoading_Internal
// (Final, Native, Private)

void UPlaysetLevelStreamComponent::OnFinishedLoading_Internal()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "OnFinishedLoading_Internal");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.OnFinishedUnloading
// (Final, Native, Private)

void UPlaysetLevelStreamComponent::OnFinishedUnloading()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "OnFinishedUnloading");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.OnRep_ClientPlaysetData
// (Final, Native, Private)

void UPlaysetLevelStreamComponent::OnRep_ClientPlaysetData()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "OnRep_ClientPlaysetData");

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, nullptr);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.SetPlayset
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UFortPlaysetItemDefinition*       NewPlayset                                             (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void UPlaysetLevelStreamComponent::SetPlayset(class UFortPlaysetItemDefinition* NewPlayset)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "SetPlayset");

	Params::PlaysetLevelStreamComponent_SetPlayset Parms{};

	Parms.NewPlayset = NewPlayset;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}


// Function FortniteGame.PlaysetLevelStreamComponent.GetCurrentPlayset
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class UFortPlaysetItemDefinition*       ReturnValue                                            (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

class UFortPlaysetItemDefinition* UPlaysetLevelStreamComponent::GetCurrentPlayset() const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("PlaysetLevelStreamComponent", "GetCurrentPlayset");

	Params::PlaysetLevelStreamComponent_GetCurrentPlayset Parms{};

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;

	return Parms.ReturnValue;
}


// Function FortniteGame.WrapPreviewGridActor.SetWrap
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UAthenaItemWrapDefinition*        NewWrap                                                (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)

void AWrapPreviewGridActor::SetWrap(class UAthenaItemWrapDefinition* NewWrap)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("WrapPreviewGridActor", "SetWrap");

	Params::WrapPreviewGridActor_SetWrap Parms{};

	Parms.NewWrap = NewWrap;

	auto Flgs = Func->FunctionFlags;
	Func->FunctionFlags |= 0x400;

	UObject::ProcessEvent(Func, &Parms);

	Func->FunctionFlags = Flgs;
}

}

