#pragma once

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

// Package: GC_Abilities_Activation_Ninja_ShadowStance

#include "Basic.hpp"

#include "GC_Abilities_Activation_Ninja_ShadowStance_classes.hpp"
#include "GC_Abilities_Activation_Ninja_ShadowStance_parameters.hpp"


namespace SDK
{

// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.ExecuteUbergraph_GC_Abilities_Activation_Ninja_ShadowStance
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::ExecuteUbergraph_GC_Abilities_Activation_Ninja_ShadowStance(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "ExecuteUbergraph_GC_Abilities_Activation_Ninja_ShadowStance");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_ExecuteUbergraph_GC_Abilities_Activation_Ninja_ShadowStance Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.OnWeaponEquipped
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortWeapon*                      NewWeapon                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortWeapon*                      PrevWeapon                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::OnWeaponEquipped(class AFortWeapon* NewWeapon, class AFortWeapon* PrevWeapon)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "OnWeaponEquipped");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_OnWeaponEquipped Parms{};

	Parms.NewWeapon = NewWeapon;
	Parms.PrevWeapon = PrevWeapon;

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


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

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

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

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_K2_HandleGameplayCue Parms{};

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

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Shadow Stance Dissolve Timeline
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// bool                                    Reverse                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Shadow_Stance_Dissolve_Timeline(bool Reverse)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Shadow Stance Dissolve Timeline");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Shadow_Stance_Dissolve_Timeline Parms{};

	Parms.Reverse = Reverse;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Animate Ninja ShadowStance Dissolve__UpdateFunc
// (BlueprintEvent)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Animate_Ninja_ShadowStance_Dissolve__UpdateFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Animate Ninja ShadowStance Dissolve__UpdateFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Animate Ninja ShadowStance Dissolve__FinishedFunc
// (BlueprintEvent)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Animate_Ninja_ShadowStance_Dissolve__FinishedFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Animate Ninja ShadowStance Dissolve__FinishedFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Save Material
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  NInja_Pawn                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Save_Material(class AFortPlayerPawn* NInja_Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Save Material");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Save_Material Parms{};

	Parms.NInja_Pawn = NInja_Pawn;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Override Material to Dissolve Material
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  NInja_Pawn                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Override_Material_to_Dissolve_Material(class AFortPlayerPawn* NInja_Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Override Material to Dissolve Material");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Override_Material_to_Dissolve_Material Parms{};

	Parms.NInja_Pawn = NInja_Pawn;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Create Duplicate Mesh
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  NinjaPawn                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Create_Duplicate_Mesh(class AFortPlayerPawn* NinjaPawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Create Duplicate Mesh");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Create_Duplicate_Mesh Parms{};

	Parms.NinjaPawn = NinjaPawn;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Destroy Duplicate Mesh
// (Public, BlueprintCallable, BlueprintEvent)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Destroy_Duplicate_Mesh()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Destroy Duplicate Mesh");

	UObject::ProcessEvent(Func, nullptr);
}


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Restore OG Materials
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  NInja_Pawn                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Restore_OG_Materials(class AFortPlayerPawn* NInja_Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Restore OG Materials");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Restore_OG_Materials Parms{};

	Parms.NInja_Pawn = NInja_Pawn;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Override Material and Copy Parameters on Weapon Mesh
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Player_Pawn                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Override_Material_and_Copy_Parameters_on_Weapon_Mesh(class AFortPlayerPawn* Player_Pawn)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Override Material and Copy Parameters on Weapon Mesh");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Override_Material_and_Copy_Parameters_on_Weapon_Mesh Parms{};

	Parms.Player_Pawn = Player_Pawn;

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


// Function GC_Abilities_Activation_Ninja_ShadowStance.GC_Abilities_Activation_Ninja_ShadowStance_C.Restore Material on Weapon Mesh
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn*                  Player_Pawn                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AFortWeapon*                      Weapon_to_Restore__Defaults_to_Current_                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Abilities_Activation_Ninja_ShadowStance_C::Restore_Material_on_Weapon_Mesh(class AFortPlayerPawn* Player_Pawn, class AFortWeapon* Weapon_to_Restore__Defaults_to_Current_)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Abilities_Activation_Ninja_ShadowStance_C", "Restore Material on Weapon Mesh");

	Params::GC_Abilities_Activation_Ninja_ShadowStance_C_Restore_Material_on_Weapon_Mesh Parms{};

	Parms.Player_Pawn = Player_Pawn;
	Parms.Weapon_to_Restore__Defaults_to_Current_ = Weapon_to_Restore__Defaults_to_Current_;

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

}

