#pragma once

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

// Package: FXSkeletonMeshComponent

#include "Basic.hpp"

#include "FXSkeletonMeshComponent_classes.hpp"
#include "FXSkeletonMeshComponent_parameters.hpp"


namespace SDK
{

// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyBuildingHitEffect
// (Public, BlueprintCallable, BlueprintEvent)

void UFXSkeletonMeshComponent_C::ApplyBuildingHitEffect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyBuildingHitEffect");

	UObject::ProcessEvent(Func, nullptr);
}


// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyEffect
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMaterialInterface*               SourceMaterial                                         (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   FadeInTime                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   Duration                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float                                   FadeOutTime                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void UFXSkeletonMeshComponent_C::ApplyEffect(class UMaterialInterface* SourceMaterial, float FadeInTime, float Duration, float FadeOutTime)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyEffect");

	Params::FXSkeletonMeshComponent_C_ApplyEffect Parms{};

	Parms.SourceMaterial = SourceMaterial;
	Parms.FadeInTime = FadeInTime;
	Parms.Duration = Duration;
	Parms.FadeOutTime = FadeOutTime;

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


// Function FXSkeletonMeshComponent.FXSkeletonMeshComponent_C.ApplyAwakenEffect
// (Public, BlueprintCallable, BlueprintEvent)

void UFXSkeletonMeshComponent_C::ApplyAwakenEffect()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("FXSkeletonMeshComponent_C", "ApplyAwakenEffect");

	UObject::ProcessEvent(Func, nullptr);
}

}

