#pragma once

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

// Package: VaultCharacterLightingBP

#include "Basic.hpp"

#include "VaultCharacterLightingBP_classes.hpp"
#include "VaultCharacterLightingBP_parameters.hpp"


namespace SDK
{

// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ExecuteUbergraph_VaultCharacterLightingBP
// (Final, UbergraphFunction)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AVaultCharacterLightingBP_C::ExecuteUbergraph_VaultCharacterLightingBP(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "ExecuteUbergraph_VaultCharacterLightingBP");

	Params::VaultCharacterLightingBP_C_ExecuteUbergraph_VaultCharacterLightingBP Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.LightControl
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    NewParam                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void AVaultCharacterLightingBP_C::LightControl(bool NewParam)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "LightControl");

	Params::VaultCharacterLightingBP_C_LightControl Parms{};

	Parms.NewParam = NewParam;

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


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.OVERRIDELIGHTING
// (BlueprintCallable, BlueprintEvent)

void AVaultCharacterLightingBP_C::OVERRIDELIGHTING()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "OVERRIDELIGHTING");

	UObject::ProcessEvent(Func, nullptr);
}


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.ToggleLighting
// (BlueprintCallable, BlueprintEvent)

void AVaultCharacterLightingBP_C::ToggleLighting()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "ToggleLighting");

	UObject::ProcessEvent(Func, nullptr);
}


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.UpdateSettings
// (BlueprintCallable, BlueprintEvent)

void AVaultCharacterLightingBP_C::UpdateSettings()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "UpdateSettings");

	UObject::ProcessEvent(Func, nullptr);
}


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchMobileLighting
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Visibilty                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void AVaultCharacterLightingBP_C::SwitchMobileLighting(bool Visibilty)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchMobileLighting");

	Params::VaultCharacterLightingBP_C_SwitchMobileLighting Parms{};

	Parms.Visibilty = Visibilty;

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


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchPCLighting
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Visibility                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void AVaultCharacterLightingBP_C::SwitchPCLighting(bool Visibility)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchPCLighting");

	Params::VaultCharacterLightingBP_C_SwitchPCLighting Parms{};

	Parms.Visibility = Visibility;

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


// Function VaultCharacterLightingBP.VaultCharacterLightingBP_C.SwitchPCLighting_LOWDetail
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Visibility                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void AVaultCharacterLightingBP_C::SwitchPCLighting_LOWDetail(bool Visibility)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("VaultCharacterLightingBP_C", "SwitchPCLighting_LOWDetail");

	Params::VaultCharacterLightingBP_C_SwitchPCLighting_LOWDetail Parms{};

	Parms.Visibility = Visibility;

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

}

