#pragma once

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

// Package: GC_Ninja_Assassination_ActiveFX

#include "Basic.hpp"

#include "GC_Ninja_Assassination_ActiveFX_classes.hpp"
#include "GC_Ninja_Assassination_ActiveFX_parameters.hpp"


namespace SDK
{

// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AGC_Ninja_Assassination_ActiveFX_C::ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Ninja_Assassination_ActiveFX_C", "ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX");

	Params::GC_Ninja_Assassination_ActiveFX_C_ExecuteUbergraph_GC_Ninja_Assassination_ActiveFX Parms{};

	Parms.EntryPoint = EntryPoint;

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


// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_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_Ninja_Assassination_ActiveFX_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_Ninja_Assassination_ActiveFX_C", "K2_HandleGameplayCue");

	Params::GC_Ninja_Assassination_ActiveFX_C_K2_HandleGameplayCue Parms{};

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

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


// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

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

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

	UObject::ProcessEvent(Func, nullptr);
}


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

bool AGC_Ninja_Assassination_ActiveFX_C::WhileActive(class AActor* Param_MyTarget, const struct FGameplayCueParameters& Parameters)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Ninja_Assassination_ActiveFX_C", "WhileActive");

	Params::GC_Ninja_Assassination_ActiveFX_C_WhileActive Parms{};

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

	UObject::ProcessEvent(Func, &Parms);

	return Parms.ReturnValue;
}


// Function GC_Ninja_Assassination_ActiveFX.GC_Ninja_Assassination_ActiveFX_C.OnWhileActiveParticleSystemActivate
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class UParticleSystemComponent*         WhileActiveParticleSysComponent                        (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FGameplayCueParameters           Parameters                                             (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm, ContainsInstancedReference)

void AGC_Ninja_Assassination_ActiveFX_C::OnWhileActiveParticleSystemActivate(class UParticleSystemComponent* WhileActiveParticleSysComponent, const struct FGameplayCueParameters& Parameters) const
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("GC_Ninja_Assassination_ActiveFX_C", "OnWhileActiveParticleSystemActivate");

	Params::GC_Ninja_Assassination_ActiveFX_C_OnWhileActiveParticleSystemActivate Parms{};

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

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

}

